Author Archive: Renaun Erickson

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Live Texture Updater Plugin for Photoshop CC

September 26, 2013 | By

Photoshop CC has a new Node.js based feature called Adobe Generator for Photoshop CC. What this means for developers is they can build plugins with Node.js libraries and JavaScript. I showed off how to do live texture updating of a three.js app using the standard Image Assets Adobe Generator for Photoshop CC plugin here. In [...]

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Live three.js Texture Updating with Photoshop CC

September 16, 2013 | By

Check out the video below that explains how to live update textures in your three.js application using Adobe Generator for Photoshop CC. The source code for the example shown in the video is available at: https://github.com/renaun/WorkflowExamples/tree/master/PhotoshopCCGeneratorThreeJS If you are wondering how I get three.js to update its texture check out this JavaScript code: /**  Author: [...]

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Cross Compiling your ActionScript Starling Games to WebGL and JavaScript

September 12, 2013 | By

Want to see it in action? Check out the demo here: http://renaun.com/html5/randoristarlingtest/hero.html Summary Soure Code: Your Code + Starling Source + KontikiJS (WebGL/HTML5 implementation of Flash API) + Randori Guice Framework Feed to Compiler: Randori Compiler Output: JavaScript version of your code. Why have an ActionScript 3 to JavaScript Workflow The short answer is to [...]

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Getting Text into a WebGL Texture

August 12, 2013 | By

While working on KontikiJS I came across the need to be able to write formatted text into a texture to use with WebGL. You can do this in JavaScript with a bit of work. This is done with the Canvas’s fillText API. The trick is to measure what the text so you can create the [...]

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Find Loitering Objects with Adobe Scout

August 7, 2013 | By

Adobe Scout is a powerful profiling tool for Adobe Flash Player and Adobe AIR based content. In the recent update to Scout (version 1.1) developers have the ability to profile memory allocation. Most developers want an ability to basically find their memory leaks easily. The old Flash Builder profile made it fairly easy to find [...]

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Using the Chrome Serial API with Arduino

May 29, 2013 | By

The video below walks through the all the code and explains what is going on. Here are all the links that were used in the video:Chrome Extension and Arduino Sketch Example FilesChrome Serial API PageBrackets Open Source Web Editor© %FIRST Erickso…

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My First MontageJS Application

May 24, 2013 | By

I saw MontageJS presented at 360|MIN in Las Vegas last year by Tom Ortega. I have been meaning to give it a try and finally got around to it. What is MontageJS? In short it is an “HTML5 framework for building modern Web Apps.” To start explaining what MontageJS is in more detail some history [...]

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Code Three.js in ActionScript with Randori Compiler

May 17, 2013 | By

Live Demo Live Demo of three.js html/js generated by ActionScript 3 using the Randori compiler – http://renaun.com/html5/as3threejs/ What is Randori? Randori is a project with various parts and can be found at http://randoriframework.com/. For my example I am using a subset of the Randori project’s capabilities, which is fine as the Randori project is put [...]

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How Far is the Reach of WebGL on the Desktop

April 15, 2013 | By

WebGL WebGL is definitely making some great in-roads into desktop browsers. There are a lot of other HTML5 features that round out WebGL for games, for example check out some AAA web demos here. In talking to people there seems to be some confusion about what is the real reach vs all the hype. Of [...]

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Using Flash CS6 and Starling for 8 Way Character Animation

April 4, 2013 | By

Creative Cloud Workflow: In this video I am demonstrating one way of creating an 8 way character animation. Moving a character up, down, left, right, and along all the diagonals is a common task in creating games. In this workflow an 80x80px character is animated over 8 x 8 frames. I created a spritesheet using [...]

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AAA 3D Web Game Demos (Flash, Unity, WebGL, NaCL)

April 3, 2013 | By

In my recent GDC presentation titled, Are AAA 3D Games for the Web Possible?, I showed a few demos. I am posting a few of the demo links here as people asked for the links. This list is not meant to be an exhaustive list of AAA 3D content on the web. The presentation covers [...]

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Using Creative Cloud and CSS Translate3D to Create an 8 Way Character Animation

March 25, 2013 | By

Creative Cloud Workflow: In this video I am demonstrating one way of creating an 8 way character animation. Moving a character up, down, left, right, and along all the diagonals is a common task in creating games. In this workflow an 80x80px character is animated over 8 x 8 frames. This resulted in a 640x640px [...]

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Using Drawscript and Adobe Creative Cloud to Generate Graphics Code

March 22, 2013 | By

There are many times you need to draw or generate vector based graphics in your applications and games. Each different language has different drawing APIs. It would be great if you could take the drawings from Adobe Illustrator, a vector based drawing tool that is part of the Adobe Creative Cloud, and generate the code [...]

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My Creative Cloud Workflow Contest: 8 Way Character Animation

March 21, 2013 | By

UPDATE I am getting feedback from pure creatives about not knowing how to do the dev part of the contest. It is ok to reuse and modify the example code I provided, so if you are a creative or dev but not sure how to do the other part of the contest make use of [...]

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Using Illustrator from the Adobe Creative Cloud and Pixi.js to Create an 8 Way Character Animation

March 18, 2013 | By

Adobe Creative Cloud Products Used: Illustrator from the Adobe Creative Cloud Other Technology: pixi.js Demo: Live Demo Source Files: Source Illustrator and pixi.js files Creative Cloud Workflow: In this video I am demonstrating one way of creating an 8 way character animation. Moving a character up, down, left, right, and along all the diagonals is [...]

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Using Fireworks and Loom to Create 8 Way Character Animation

March 8, 2013 | By

Adobe Creative Cloud Products Used: Adobe Fireworks CS6 Other Technology: Loom engine – http://theengine.co/ – Free license ($500 value) for the next 20 days Source Files: Source Fireworks and Loom files Creative Workflow: In this video I am demonstrating one way of creating an 8 way character animation. Moving a character up, down, left, right, [...]

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Using the Starling Parallax Layer Extension with Adobe Gaming SDK

March 6, 2013 | By

The Adobe Gaming SDK is part of the Adobe Creative Cloud. It provides developers with the sdks and frameworks to begin developing Flash Stage3D games. The frameworks included are Starling, Feathers UI, and Away 3D. In this example we are going to take a sample Starling Mobile project and copy it over to build a [...]

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Using Adobe Scout on Mobile without the Scout Companion App

January 4, 2013 | By

If you would like to config your mobile AIR applications to send telemetry data to a specific Adobe Scout there is a way to do this without the Adobe Scout companion application. The Adobe Scout companion mobile application or the below steps configures what host and port that the AIR runtime will send telemetry data [...]

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Enable Advanced Telemetry on Flex or old SWFs with SWF Scout Enabler

December 12, 2012 | By

UPDATES: v1.0.7 – Added SWF Scout Disabler mode to allow you to remove SWF telemetry tag from SWFs. SWF Scout Enabler title is the toggle, see below. v1.0.5 – Added command line feature provided by Daniel Bunte. Adobe Scout allows developers to profile SWFs like never before. The telemetry data sent by the release Flash [...]

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Using GDB script files with the FlasCC GDB

November 27, 2012 | By

The Flash C++ Compiler (FlasCC) provides a complete BSD-like C/C++ development environment based on GCC that lets you compile your C/C++ code to target the Adobe® Flash® Runtime (Flash Player and AIR®). With FlasCC you can port almost any existing C/C++ code to the web, across browsers. FlasCC includes tools for building, testing, and debugging [...]

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Playing with Feathers UI Components for Starling Framework

October 9, 2012 | By

The Starling Framework allows developers to build 2D hardware accelerated (Stage3D API) games with an API similar to the flash.display.* classes. This framework is used by Angry Birds on Facebook. The Starling community is quite vibrant and many extensions are being made for it. One of these extensions that has grown into a full project [...]

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