Archive for the 'games' Category

More Sandy 3D flash games, more fun!

Monday, March 1st, 2010 by kiroukou :: demos, games :: 4 Comments

Even if the engine development is kind of slow lately, it has reached a really stable status and game creators confirmed that in the past few weeks.

AsI know most of you like playing great flash games to change your mind, here are some of these which use Sandy3D:

New Protopop game: Waterfall woods

You can’t skip this one, the latest Protopop production: waterfall woods

That game offers the best visual quality I’ve seen so far on a flash 3D game. A wonderful artist work, nice gameplay! We ask for more !

thewoods

Robots and Aliens

that studio created 2 really funny 3D flash games, both very different and really fun!

Flying Saucer Panic very innovative gameplay, I guess some love it, some don’t. In all cases, nice idea and good realization!

Flying Saucer Panic

Reactor Twist 3D Is also a really cool game, nice graphics, simple gameplay, LOVE IT!

Reactor twist 3d

starfall survivor

I’m sure you know where its author got inspiration from. An interesting shoot’em up quite peaced, you need to get all your focus for that one!

starfall survivor

starfall survivor

There are also a lot of other 3D flash game created with Sandy3D that you can see in the wiki games page (thanks Makc)

http://www.flashsandy.org/games

Have fun!

RedSandy-0.9 is out

Tuesday, October 20th, 2009 by Petit :: Releases, en, games :: No Comments

A major update to RedSandy is here.

redsandy

According to Andy:

- If you have looked at the package before, you would  not recognize it now.

There must have been 30 classes in the old version and countless vectors to make it all run. This version, I think has 5 or so, and the scene is left to the developer. I just bring the remote transform groups and remote messaging/passing of object maps.

The end result from the old package was was similar, providing a shared transform group for each client, however it left little flexability, and was a large complicated body. In this version, I have rewritten it from scratch, and most importantly, cut out the need to use it’s world and scene. Before, the scene was created by the package, and you lost most control over the rendering.

Now, using the package, you provide everything. Your world, your root, your render routines. All the package brings is the other client, and a host of communication methods. Of course, the ‘SharedTransformGroup’ is the most important aspect of the new package.

Picture this: You have a scene and a charater already , and you want to make a multi-user environment. You construct a ‘RedSandy’ object which will deal with the network. You set a handler as it’s client.

RedSandy creates a ‘SharedTransformGroup’  for you and notifies the client when it is ready. Let your client alter the position and orientation of this extended TransformGroup, and it will propagate to the other clients.

When a new user loads your swf, the RedSandy class calls your client to notify it that there is a new SharedTransformGroup available in the same Red5 ‘room’. You then load another character primative and place it in the new  SharedTransformGroup  .

Of course, you need to add these special transformgroups to your world. And based on the server granularity, you will start to receive a stream of data which is processed in the background.

Clients are scoped out in rooms.  rtmp://server/sandy/roomName.  Only clients in that room share data streams.  The top level is also a ‘room’  rtmp://server/sandy

There is a project that is going to go to public beta testing very soon, at whirled.com.

Wharship strafe, a 3D battle ship done with Sandy/Wow

Monday, July 6th, 2009 by kiroukou :: demos, en, games :: 1 Comment

BuagagaGames developed for BunnyGames a nicely done 3D game, using Sandy3D and WoW engine.

Give it a try :)

Image 1