Its focused on generating random art/designs using the AS3 HYPE framework from Joshua Davis and Branden Hall. It’s a fantastic framework and hopefully I’ve done it enough justice in the limited space we have in the tutorial section to arouse your interest in generative art.
I’ve included a teaser after the break and be sure to stop over at the HYPE homepage (http://www.hypeframework.org/) and have a look at some of the awesome examples on show.
So I had a few minutes this morning to knock up a quick example of how to use Native Events with AS3Signals. While this example is ‘billy basics’ it should hopefully give you an idea of how to use Signals to handle regular AS3 Event’s, if not, give me a shout and I’ll put something else together! There are a number of benefits for using a Signal Event even though we have to still use a Native Event such as the Signals ease of adding, removing listeners, passing data and of course the impressive speed increase of using Signals over Native Events which you can read about here: http://alecmce.com/as3/events-and-signals-performance-tests.
So in this example we’re going to look at how we use Signals to interact with the Native MouseEvent.MOUSE_DOWN when invoked on a Sprite.
Ooooh exciting times indeed! This is slightly belated as it’s just one manic rush here but I really wanted to post a quick update on the Australia front. The short of it is, I’m going, bloody quickly too!
Following on from my previous post in dealing with AS3 Signals, we’re going to look at how we would use Signals like custom Events and how data can be transmitted through them.
I’m currently battling away with the mechanics for an iPhone/iPod game so I decided to take the afternoon off from Objective-C and after reading an post on Peter Elst’s blog regarding AS3 Signals I thought I’d show AS3 a little love as it’s had it’s nose pushed out recently.
For those who havent come across Signals yet, it’s a set of messaging tools created by robertpenner for wiring your application together, drastically cutting the amount of custom Events and the inherent boilerplate code. It’s one of those things I’ve heard about but never really looked in to it so it was good to finally have play around with it and after just 10 minutes of using it you know it’s instantly going to be really beneficial to your Flash projects, Peter said it’s the best thing since sliced bread…. you know what, he’s bloody right!
Over the next few post’s I’m going to put together a few examples of how you can use signals, this first post will show basic Signal usage and interaction with payloads.
It’s a pure Objective-C iOS game framework. It’s built upon OpenGL for it’s rendering and OpenAL for the sound processing so it’s very fast rendering and has very rich multimedia support. The aspect that attracted me was it has been styled on ActionScript 3! I’ve been using it over the last two weeks and well…. I’m sold!