About a year ago, our company decided to come up with a game that would utilize a highly stylized 3D city neighborhood as the main “menu” for the game. In a nutshell, just a couple of semitransparent 3D boxes. I figured, rather than looking into an existing Flash 3D engine, I can code it myself. There would be no problems with visibility ordering, backface culling, texturing, frustum clipping, etc. It turned out that it really wasn’t a big deal and in a couple of days I had a very simple and efficient engine running. We didn’t make the game eventually, but I had a really light-weight base of a 3D engine.
I decided to work on a little bit more, but as it turned out really soon, I needed some open format model files that would serve as demos. As a fan of the original Quake, and everything around it, and having a feeling that the original levels could run easily on present hardware minus Flash, I started working on a Quake BSP parser. See the result for yourself. Use mouse (with left button down) for mouselook, ASDW to move horizontally, RF to move up/down. (It’s intentionally running fullscreen, just maximize your window.)
I would like to point out that it is Flash 9, i.e. no Alchemy involved!
Conclusion: the demo is running just fine to create a true 3D environment for a Flash game!

