At the E3 2011 conference in LA we used two interactive Tanki Online 2.0 showcases to demonstrate possibilities of Alternativa3D technology. These showcases are build on Alternativa3D 8 engine with Molehill 3D API support. They show the level of graphics in browser-based projects and social network applications which is reachable already today.
Now everybody can check these demos himself. Meet “Tanki Online 2.0 — Arena” and “Tanki Online 2.0 — Crash”.
NB: don’t forget to download beta-version of Flash Player 11.
Tanki Online 2.0 — Arena (56 MB)

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An early build of Alternativa3D 8 engine with Molehill 3D API support for Flash Player 11 is ready. Technology utilizes the GPU for rendering, increasing performance and picture quality.
With the CPU free of carrying any of the load for graphic rendering, its power can be put to use elsewhere. For example, it can process physics models in 3D games. Meanwhile, the GPU increases the maximum amount of polygons to several millions and expands the number of available effects. Shadows, particle effects, photorealistic lighting, post-effects – all of these become possible right in browsers and social networks.
We also recognize that it will be important to transfer projects based on the Alternativa3D 7 to an Alternativa3D 8 environment. And we will provide a tutorial to explain how to do this. You can also develop a project for both versions of Alternativa3D simultaneously. So, you can be ready for Molehill 3D API final release even launching your project today. We use this strategy in Tanki Online 2.0 development.
Some of the engine’s features can be demonstrated right now in the interactive showcases. Adobe Flash Player 11 is required!
Character animation demo
Model consists of 52 bones and has up to eight influences of the bones on each vertex.

You can obtain and try out the new technology for yourself by downloading the archive with swc-library from alternativaplatform.com.
Alternativa 3D 8 main features
High performance
GPU rendering. Allows the display of about 3 millions of polygons.
Lighting system
Point, directional and spot light sources. Efficient hierarchical culling of unlit objects. Each object can be lighted by six light sources simultaneously.
Advanced materials
Allows the use of fully dynamic lighting with normal map, specular map, glossy map, or more lightweight materials - with baked light.
Character drawing
The powerful hierarchic animation blending system. Character models of any complexity without bone quantity limit.
Transparent objects
Sorting and proper display of transparent objects
3D Sprites
Point objects always facing the camera.
Interactivity
Uses mouse events similar to those used in Flash. The system takes into account hierarchy and options of containers. Optimized to work with high-poly models.
Optimized textures for the GPU
The support of compressed texture format ATF (Adobe Texture Format) reduces the amount of video memory in use. It is especially important for mobile devices.
High capacity data format
Special binary format reduces the amount of data required for sending over the network, and speeds up scene loading in the engine. You can export models to this format right from 3DS Max, using special plug-in.
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So basically today I found some great tutorials + sample projects on how to make Flash CS5 be able to target Flash player 11. But, there was one issue: can't debug/test (publish preview) the swfs inside Flash CS5. So, I spent a few hours today making a pseudo "standalone" flash player debugger exe to replace the one included in the CS5 install, which allows you to publish preview Flash player 11 content inside the IDE. I did this because when you're REALLY developing, not just testing, the workflow of publishing, leaving your IDE, refreshing a web page and testing your content etc just doesn't flow well. Please note that there is no abobe code compiled in my code, the runtime is not included in it, no copyright software is at all. You must already have Flash 11 installed on your machine, and my program/replacement executable simply acts as an interface to the flash player 11 control. Hope this helpful to the community, for more details visit my blog here:
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