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This blog is created and maintained by the technical team at Hook in an effort to preserve and share the insights and experience gained during the research and testing phases of our development process. Often, much of this information is lost or hidden once a project is completed. These articles aim to revisit, expand and/or review the concepts that seem worth exploring further. The site also serves as a platform for releasing tools developed internally to help streamline ad development.

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Hook is a digital production company that develops interactive content for industry leading agencies and their brands. For more information visit www.byhook.com.

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42 Posts since November, 2009

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Posted on March 16th, 2011 by Jake

This week, in Part 4 of our Alchemy Series we are exploring Data Management and Manipulation from Flash to C and back. We cover keeping state inside of Alchemy code, as well as dealing with ByteArrays as File Streams and other basic data handling.

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Posted on March 9th, 2011 by Jake

In part 3 of our Adobe Alchemy series we finally dive into some C code, and get an example up and running from scratch. You will be exposed to words like “thunk” and “bash” and not be referring to a bad cave man joke. Oh, and you will also make calls to C functions from Flash :)

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Posted on March 1st, 2011 by Jake

Part 2 of our Alchemy Series will get you all set up to start building and porting your own C libraries to Adobe Flash. The initial setup seems to scare a lot of people off, so we tried to do a very easy to follow step by step guide to getting the Alchemy Development Environment up and running. Check it out, and get started having fun with Alchemy! You know you want to :)

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Posted on February 22nd, 2011 by Jake

So we finally have both halves of the equation in one convenient library for all of your Ogg Vorbis needs! Our new swc brings the ability to Encode and Decode Ogg Vorbis formatted audio files. The Ogg Vorbis format is superior to MP3 in just about all categories. High audio fidelity can be maintained at low bit rates, which makes for great sound quality at a very low file size. Check out the post and give our examples a whirl!

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Posted on February 15th, 2011 by Jake

An Ogg Vorbis encoder for flash is something we have wanted for quite a while, but there didn’t seem to be any readily available. After much searching, we decided it was time to make one. So we downloaded Xiph.org’s example code and had at it. Feel free to download the example and give it a go!

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Posted on January 13th, 2011 by Jake

We take a thorough and exhaustive look into Air For Android’s drawing performance under many different conditions and hardware. We look at the differences between CPU mode and GPU mode through the collection of raw data from a number of different devices. We also look into what effect other types of transformations and rendering techniques have on the application framerate. The Android apks and Adobe Air apps can be downloaded to try on your own, with a fairly extensive set of options to try. Give it a whirl and let us know what kind of stats you guys get on your hardware!

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Posted on January 6th, 2011 by Jake

In lieu of the recently awarded patent for “Radial Menus”, we decided to put together a little experiment. We have created a simple game that uses various forms of Pie Menus for its main interaction. Stats are collected and charted as the game is played by others. Please have a play and help us collect some data so that we all can see if any sort of conclusions can be drawn.

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Pony