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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 January 15th, 2010 by Norm McGarry

Have you ever looked at yourself in the mirror and said that Flash Player 9′s 3D options are just as great as those available in Flash Player 10? No. That’s because you would never do that. Never.

In the world of Flash Player 9, you aren’t given too many 3D options. Papervision and Away3D. Those two seem to be the most stable and full-featured. How do you rotate an object to a particular rotation over time? When integrated with a physics engine (I was using JigLib), this isn’t so simple. Both engines have a great lookAt() method that will rotate your object in a particular direction, however I wanted to do this gradually, not instantaneously.

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Posted on January 13th, 2010 by Jake

This post goes through a few tests we did to see what type of features and performance we could get out of flash 8 in the 3D realm, while keeping the code base small and light.

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Posted on December 6th, 2009 by Brad

If you’ve ever worked on any client projects requiring ‘realistic’ or ‘real-world’ physics, you’ve probably found that their idea of realistic differs wildly from the physics resultant from the Big Bang.  Likewise with games, its often enough and even better to convey the feel of physics rather than running a precise simulation.  After all, you [...]

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Posted on December 6th, 2009 by Jake

Let me guess, it goes a bit like this: “Click + Drag, crap grabbed the wrong one, slower click, still the wrong item, lock, lock, lock, lock, click, finally. Double Click, crap.. locked..unlock, unlock, unlock, double click, f@&^k!” Managing the seemingly simple act of selecting objects on stage quickly becomes a nightmare for any flash [...]

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Posted on December 4th, 2009 by Chris

Flash 10 saw the introduction of several new API methods that enabled much more control over audio data and playback. Flash 10 now includes the ability to access sound data directly as a ByteArray. This is done via the new event SampleDataEvent. This event is dispatched from a Sound when the player requests new audio [...]

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Posted on December 3rd, 2009 by Jake

So it was one of those mornings, just after the first sweet sip of the morning RedBull, and the boss man pops in to ask a question: “So what do you think about refraction through glass in flash?”. Being the new guy and trying to hide the obvious “deer in the headlights” feeling, I had [...]

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Posted on December 2nd, 2009 by Jake

Ever wonder what is behind your browser window? “Pixels!” you say? You’d be wrong, its clearly remote controlled ponies. I can prove it, click “Read More”. Then go ahead.. drag your browser window around.. no really.. go ahead.. its just ponies.. I promise!

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Pony