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Yearly Archives: 2010

NativeShell in Adobe Air

While I dealt with a lot of server-maintenance, like setting up a git-repository and TeamCity, I figured that I really need a tool that helps me execute my common task with just one click.
I heard that a few things changed with Adobe Air since I used it for the last time, for example it got a new feature which allows …

Inspiration

When I am in a phase where I am tired of writing code, I try to find some inspiration from different sources that don’t relate to my daily work at all.
I came across a couple of really good talks i want to share with you:
Even Ratliff – Disappearing in the digital age
[vimeo 15732565 nolink height="" width="590"]
Mark Bünger – Life Sciences …

Adobe MAX 2010 in Los Angeles

Hello from Los Angeles everyone! I am here together with Jens Brynildsen to cover the whole event for flashmagazine.com.
Make sure to follow us on Twitter and read the daily write-ups on flashmagazine.com.
You can already check out what happend …

HydraP2P: Write your own Commands

When posting messages or data via the Flash Player P2P API, the flash player converts it into AMF,
so everything you send has to be a primitive type like String, Object, Array etc. and cannot contain objects of other types as AMF cannot serialize them.
Don’t get me wrong, AMF is great, a lot better than fishing around in a byte-soup yourself. But still you need to parse the message object. To make this easier HydraP2P provides a system which abstracts the messaging layer, and sends you typed commands instead.

Here’s what you need to do to send and receive your own commands:

HydraP2P v0.1 with Chat-Example

 

Just a moment ago I uploaded version 0.1 of my HydraP2P library to github. You can find it here.
HydraP2P is an ActionScript 3 library, aiming to simplify the peer-to-peer API introduced in Flash Player 10.1 and derived from my AS3-P2P-LIB, which has now been replaced by HydraP2P.

The main problem with AS3-P2P-LIB was that I didn’t have enough time to create a stable version, refactor code or write a tutorial on how to use it.
Working on a peer-to-peer project the last days, I finally found the time to restructure and simplify the code so it won’t be that hard anymore to get into it.
What are the features?
The current version just supports a subset of possible features provided by Flash Player API,
but will be extended step by step to fulfill the needs of application development.
As its architecture is pretty simple, yet extendable, it should be an easy deal to extend it yourself.

Here are the current features:

Handles connection to the stratus service
Channel based system, to split up peer-to-peer communication into different channels, rather than filtering in one
Typed command system – no parsing of objects or arrays outside of the API
User tracking-system provides information about all connected users on a per channel level
A simple chat-system is already included in the source package

Features that are going to be implemented in the near future:

Object-replication channel to handle file transfers via peer-to-peer
Streaming channel to provide video and audio streams

AS3 P2P Library

Note that this library is rewritten and renamed to HydraP2P.
Read more about it here.

Yesterday i uploaded an ActionScript 3 Library to github,
which provides an simplified API for the new peer-to-peer features of flash player 10.1.

I anounced it via Twitter and included Ralph Hauwert and Tom Krcha in my tweet,
as i knew they were working with that API at this moment.
I didn’t expect to get retweeted by Ralph and getting into a blog post by Tom,
i got about 30 new followers on twitter and over 200 hits on my blog in a matter of hours.

XBox 360, XNA and C#

2 days ago, my good friend Mark Barcinski dropped by my house to hang out,
after a few drinks and a delicious pizza our nerdyness started to take over our conversations.

While talking about the future of Flash 3D and Unity,
the idea came up to use an XBox360, and run some 3D stuff on it.
So we got on it, and quickly  found the Microsoft XNA Game Studio which allows you to code Applications that will run on the XBox360 and Windows.

But before we could start, we had to install Windows and install Microsoft C# Express on my MacBook, as that is the only option of environment.
Having some troubles here and there, in the end of the day we finally managed to compile the first sample application to my XBox360.

The next morning, not really being awake, i had to go on and dig into the XNA Framework. After a while i got used to C# and had a basic understanding of how
to draw on the canvas and render 3D objects on the XBox360.

I am back … !

So, after more then 2 years of blogging abstinence I am back in the scene!

I have no idea what’s going to come out of this blog or in which direction the whole thing is going to move.

Just stay tuned and see what happens.

Cheers Dominic

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