Monthly Archive for April, 2009

Hobnox Open Source

I am proud to announce that we are finally able to release some of our frameworks as open source. It has been a while and we talked very often about this topic. Today at the FlashForum Conference in Cologne I had the honor to show our open source hub to the public for the first time.

We have currently the UIEvent framework including full source code online. I can think of a lot of other frameworks we could release in the near future. Including for instance our DOM, Pogo, Tween or Graph framework. I really hope that we get the go for all those other libraries in the next few days as well.

PixelBender on Linux

Here is a nice tutorial that explains how to get PixelBender to work on Linux systems. Adobe offers just a Mac and Windows version of the toolkit. But using PBDT in combination with Wine allows PixelBender to work on Linux systems. How cool is that?

I also updated the PBDT plug-in to get rid of some errors. I did not include all feature requests yet because the FFK in Cologne is currently eating up all my time.

PBDT Release

I just released my PixelBender plug-in for Eclipse. It integrates for us very charming into the workflow and is a good help when developing PixelBender kernels. I have put up a tutorial and instructions at this page.

Features of the PBDT plug-in include code completion, syntax highlightning and some other nifty features. It can be integrated into existing projects in FDT or FlexBuilder. Let me know what you think and please report any bugs or issues back to me.

A special thanks goes to Arne Deutsch from the FDT team for helping me a lot and answering all my annoying questions.

AudioTool Update With ToneMatrix

AudioTool with Tonematrix

We have release a small update of the AudioTool and included AndrĂ©’s ToneMatrix. Some features that have been implemented in the last weeks are online as well. Removing an effect for instance will not destroy the cables. The desktop scales now without interrupting the audio output and various other performance tweaks have been made.

Massive amounts of 3D particles without Alchemy and PixelBender

As a response to Ralph Hauwert’s article I created a little example of what can be achieved using plain ActionScript 3 syntax. Ralph has put up a great example of how you can wire things like Alchemy, ActionScript and PixelBender together to achieve an astonishing result.

However I asked myself if it is possible to achieve the same result without making use of Alchemy, PixelBender or bytecode manipulation. I asked the guys sitting with me in the office to compare the results and they were unfortunately very different on various machines. Sometimes my version is faster, sometimes the version from Ralph is faster and sometimes they are about the same.

Now there are some very important things to note here and I am surprised that I got so close. Since Ralph is making use of PixelBender the number crunching is done on multiple cores. Something that is not possible with the ActionScript version which is the real bottleneck. And there is another big difference. Ralph’s calculations are done in 32bit while I am using 64bit precision. Therefore I am happy with the result and it shows that using pure ActionScript is still a good choice.

In order to optimize the code I used a linked list for the particles and minimized the comparisons between different data types. Here is the result.

Sources: