Archive for the ‘Outside Line’ Category

Sponsor a Star

September 7, 2006

A new campaign has been finally launched to celebrate what would have been Freddie Mercury’s 60th birthday on September 5th. The objective is to collect funds to help The Mercury Phoenix Trust fight AIDS worldwide by asking people to sponsor a star.

Sponsor a Star

3D wise, although it was initially prototyped with Papervision, due to the simplicity of the calculations no 3D class was finally used.

The space view consists of 900 pixel stars rendered with setPixel, 30 MovieClip user stars, plus a Stage sized BitmapData backdrop slightly distorted with a TransformationMatrix.

This was the last piece I developed at Outside Line. Carefully finished by Lorenzo Verzini.

Rudebox74

July 30, 2006

Finally, here’s the first site that takes advantage of Papervision 3.

Rudebox is the first single from Robbie Williams’ new dance album, 1974.

It’s based on the same structure as TangaGirls’06. A simple to navigate 3D menu that leads to 2D content that is loaded (and developed) separately.

But this is real 3D. The faces of the room and box objects are formed by 466 triangles in regular tessellation, with a maximum of 338 on screen. As usual, you can check out the triangles by pressing Shift.

On top of that, I’m using distorted MovieClips for the buttons and non distorted ones for the lighting effects. A total of around 100 3D objects. On my machine, I’m getting 5000 polys/sec. A figure close to that of a PS1. The code has been optimised since Panic Room demo, and there’s still room for improvement.

As a bonus, you have the option of playing with the camera from the menu.

Shake your Rudebox

Developed at Outside Line, this is my first published work in London. And there’s much more to come.

Panic Room

July 15, 2006

Another example of what’s possible with Papervision 3.

This demo handles 66 points and 55 polys, tesselated into 260 triangles.

Performance wise, on my machine I’m getting around 3,000 textured non-lit triangles per second. Same figure as the Sega Dreamcast. As a reference, PS2 is capable of 3-6 million polys per second (under “real” conditions).

Inspired by Depeche Mode’s Touring the Angel visuals.

Press [Shift] to see the triangles

The first commercial project featuring this is under development at Outside Line. Can’t wait to see it finished!

Pandora’s Box

July 15, 2006

First public example of Papervision 3.

Completely redesigned and rewritten from scratch to take advantage of Flash 8 Image API.

Perspective is simulated by tesselating triangles in the same fashion as the original PlayStation. At last, no more skewing 🙂

If you want to do it yourself, you could do far worse than downloading Thomas Pfeiffer (aka kiroukou) wonderful DistortImage class, which works in a similar way.

Coded at Outside Line in London.

Don’t open the box!