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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 July 9th, 2012 by Jake

Recently we have had a bit of time to play around with one of Google’s newer experiences, the Google Hangout. For kicks we wanted to see what all could be done with the platform. So we devised a Testbed and AS3 Bridge to flash. This allowed us (and now you) to explore all of the nooks and crannies of the Google Hangouts System. Plus, floating green dots that follow your face are just plain fun. Click through and check out the post and source to have a play!

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Posted on September 26th, 2011 by Parker

Metaballs, everyone’s favorite computer-generated globby blobs , have been around for a while. They’re the product of a rush of innovation in computer graphics during the 1980′s by the likes of Ken Perlin, Bui Tuong Phong, and Jim Blinn, when computer graphics began recognizing the need for organic shapes and shaders. The algorithm has been implemented countless times and can be astoundingly efficient and simple; the hardest part is finding something useful for them. Here is our take on it.

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Posted on May 25th, 2011 by Parker

A cover flow is a great way to display and browse through discrete content. It feels like flipping through a magazine: easy and fast, but informative. Its a natural addition to many user interfaces, but many existing implementations are like black boxes with strict display rules. You add in your elements, and you end up with iTunes 7. We needed something more generic and reusable; those were the priorities. We take a look at the built in transform property of a DisplayObject, and how that can be used to build an flexible flow

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Posted on March 23rd, 2011 by Jake

This episode is a bit of a catch all for some other random things that we wanted to cover in this series, like multiple file libraries, async functions, and Flash access from C. The hope is, by the time you are done reading this post (along with the last 4) you will be able to start build swcs of other libraries, or even creating your own directly in C. If this ends up being the case, please let us know, we would love to see what you guys make! Anywho, on with the show…

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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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