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	<title>GLOW interactive™ BLOG &#187; Frustum-Clipping</title>
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	<description>codify, media, gaming, industry ramblings, finance</description>
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		<title>Quake in Flash 9</title>
		<link>http://blog.glowinteractive.com/index.php/2010/01/quake-in-flash-9/</link>
		<comments>http://blog.glowinteractive.com/index.php/2010/01/quake-in-flash-9/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 03:28:32 +0000</pubDate>
		<dc:creator>Jan Kalis</dc:creator>
				<category><![CDATA[Codify]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Backface-Culling]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Frustum-Clipping]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Texturing]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=266</guid>
		<description><![CDATA[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.]]></description>
			<content:encoded><![CDATA[<p>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 &#8220;menu&#8221; 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&#8217;t a big deal and in a couple of days I had a very simple and efficient engine running. We didn&#8217;t make the game eventually, but I had a really light-weight base of a 3D engine.</p>
<p>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 <a href="http://www.idsoftware.com/games/quake/quake/">Quake</a>, and <a href="http://www.bluesnews.com/abrash/">everything</a> <a href="http://www.beyond3d.com/content/articles/8/">around</a> it, and having a feeling that the original levels could run easily on present hardware minus Flash, I started working on a Quake <a href="http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_4.htm">BSP</a> parser. <a href="http://glowinteractive.com/staging/jan/blog/quake/quake.html" target="_blank">See the result for yourself.</a> Use mouse (with left button down) for mouselook, ASDW to move horizontally, RF to move up/down.  (It&#8217;s intentionally running fullscreen, just maximize your window.)</p>
<p><a href="http://glowinteractive.com/staging/jan/blog/quake/quake.html" target="_blank"><img class="alignleft size-full wp-image-462" title="codify_post_quake" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/codify_post_quake.jpg" alt="Quake in Flash 9" width="670" height="320" /></a></p>
<p>I would like to point out that it is Flash 9, i.e. no Alchemy involved!</p>
<p>Conclusion: the demo is running just fine to create a true 3D environment for a Flash game!</p>
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