Then start the game.swf and the level would load, and you could drive around in the level directly. Then i could go directly in to 3D Studio, create a level and set the physicsproperties, and just export it as level.f3d. I made it so it loaded an external Flare3D scene called level.f3d and parsed it using physicsparser. So I made a quick test with the JiglibCar, added some keycontrols to it and used a car-model that Richard had made for another game we had been experimenting with. Jiglibflash actually comes with a class that simulates a car, and i’ve been wanting to use it for a while in a game. With a physics engine that was editable from within 3dstudio max, it was time to start making a game. This is how setting userData on an object looks like in 3d studio Max: Some example properties includes: type (box,sphere,cylinder), movable, friction, restitution and so on. So what PhysicsParser does is parsing a Flare3D scene and looking for a User Data property called “jiglib”, if that exists it looks at the other properties on that object and creates a physics object and sets all the properties on it. User Data makes it possible to add any custom properties to your objects directly in 3DStudio Max, these properties are then read into Flare3D when you load your scene in flash. It uses a great feature in the Flare3D plugin called UserData. To be able to edit the physics from 3D Studio i wrote a small AS-class called PhysicsParser.as.
#Start flare 3d code
This way you could eliminate basically all level-specific code which i knew from earlier projects could take a lot of time. While running the physics simulation you then use these primitives to correctly position your displayed objects.Īfter having JiglibFlash running with Flare3D i started thinkig about how nice it would be if you could edit the physics directly from 3D Studio instead of having to write it in code. The way Jiglib works, as most physics-engines, is that you add physics-primitives and set their properties. One of my first tests with the Flare3D engine was to try and integrate it with JiglibFlash, wich is a great 3D-physics engine that i’ve used before. This would prove to be very important for the workflow we used to make the game (more on that later). With the plugin it’s possible to create 3D content and preview it directly in the Flash Player, without leaving 3d Studio Max. A while before we started working on the game i had experimented a bit with the Flare3D engine, which is a 3D engine for Flash.īesides being very easy to use and being very good performance-wise it has an awesome integration with 3d Studio Max in the form of a plugin. The game was made in about 8 weeks, but neither of us spent full-time on it, so i would estimate that we spent around 2 weeks each full-time making the game.
![start flare 3d start flare 3d](https://c8.alamy.com/comp/2BYG3J5/rocket-before-the-start-space-launch-system-3d-rendering-2BYG3J5.jpg)
It was the first game made by me, Christian Östman (coding, gameplay) and Richard Åström (art,leveldesign, sound) under the “A Small Game” – name.Īs there’s not that many 3D flash games around of this kind we thought it could be interesting for others to read about how we made the game and the workflow we used, especially with Molehill waiting around the corner. Since we released it in December 2010 it’s been played over 15 million times. If you have played A Small Car you know that it’s a 3D Flash Game where you drive a small car on winding levels in the sky.
#Start flare 3d how to
Do you want to know how to make a successful Flash 3D game? Christian Östman from a small game made a 15 million plays (and counting) game, and shares with us some interesting information.