Stage3D is a new, low-level API created by Adobe which gives the developer access to hardware-accelerated 3D and 2D rendering via the computer's GPU (Graphics card).
I started to play around with Stage3D a couple of days ago, after I read about it on
[link] . I was actually quite surprised how easy it was to use. The samples provided in the articles were pretty much all you needed to get started.
The hardest part was programming the vertex and pixelshaders in AGAL, a low-level Graphics Assembly language made by Adobe. But it certainly wasn't as hard as I would have excepted it to be, once you got used to it.
Stage3D requires Flash Player 11 to run at all. Sadly, I discovered that you (for now) can't run Flash files incorporating Stage3D in your browser like any other Flash file. You can get it to run by using the direct blit setting in HTML's object tag where you embed the Flash. On dA you don't get to control the underlying embed code, so for now it doesn't work on deviantArt. You can however run it locally if you have Flash Player 11.
If you like to try it, just press the DOWNLOAD button -->
Both the .swf file and the source code for FlashDevelop is included. Yes, this project was once again made entirely within FlashDevelop + Flex 4.5.1. In other words, entirely for free!
I'm not a tech guy at all but Unity exported a couple of project folders. Assets, temps, librarys... The swf itself doesnt include it ? I was wondering because depending on the complexity of the content, the swf file size exploded
I'm not sure how Unity handles exporting stage3d projects. I'm surprised it even has that functionality since they'd probably need some kind of pre-built framework in Actionscript to handle the project.
Assets usually refers to things like models, textures, sound etc. Not sure what the other folders contains.
Who knows, if Stage3D becomes widely adopted having knowledge how to use it may come in handy.