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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 April 5th, 2010 by Jake

AS3: Download Library Download Full Example Download Documentation AS2: This version is a bit crippled due to the fact that we can’t get a direct stack trace from the Error class. For A specific list of missing features, please see the bottom of this post: Download AS2 Library Download AS2 Full Example Ok, I’ll be [...]

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Posted on March 30th, 2010 by Norm McGarry

Kutout is an as3 (Actionscript 3) open-source library and sample application for image extraction and object extraction from images in Flash. The methodology behind the approach was taken from the java implementation of a pre-existing open-source solution called SIOX (Simple Interactive Object Extraction).

Demo
Download
Documentation

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Posted on February 11th, 2010 by Jake

Different Approaches to Simulate Motion Blur in Flash A better title for this set of experiments would be “The art of making things smudgy in Flash”. Since that is basically what we are doing here. The retina works a bit like the film in a traditional camera. Light energy comes in, stimulates part of the [...]

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Posted on February 1st, 2010 by Norm McGarry

Recently, I was having a weird issue with shading flickering while working on a project with Away3D. I wanted to use basic lighting with the WhiteShadingBitmapMaterial class.

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Posted on January 22nd, 2010 by Brad

In my last post I went over basic velocity-less integration and constraint systems to create some simple and easy inverse kinematic dynamics.  Before moving on to more complicated fair like rigid bodies and particle systems from that groundwork, I wanted to try and apply those basic principles to something a little more tangible.  After all, [...]

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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 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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