Flash Player Incubator “Molehill” 3D APIs for Adobe Flash Player and Adobe AIR

So this has been quite a Sunday  full of Adobe surprises and news, this morning Lee Brimelow and Thibault Imbert gave a keynote at Flash Gaming Summit and one of the big news was the announcement of the new Flash Player 11 “Molehill”  APIs is now available at Adobe Labs.

So what is “Molehill”?
Molehill is the code name for a new set of low-level, GPU-accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe® Flash® Platform runtimes. These new low-level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains.

How to target the “Molehill” player and start building some cool 3D stuff?
First of all You’ll need to download the Adobe AIR and Adobe Flash Player Incubator from Adobe Labs page in order to see and play with “Molehill” demos like the “Zombie Tycoon” by Frima Studios:

If You want to author and target Molehill here is an excerpt from Adobe’s Authoring for Flash Player 11,0,0,58 Incubator :

Download the documentation for Flash Player 11,0,0,58 by clicking here.

Download the playerglobal.swc for Flash Player 11,0,0,58 by clicking here.

To use the new Flash Player 11,0,0,58, you will need to target SWF version 13 by passing in an extra compiler argument to the Flex compiler: -swf-version=13. Directions are below.

If you are using the Adobe Flex SDK:

  1. Download build 19786 from the Hero Stable Builds table. (Note: This is an in-development build of Flex SDK “Hero” and may contains bugs and incomplete features).
  2. Install the build in your development environment
    1. In Flash Builder, create a new ActionScript project: File -> New -> ActionScript project.
    2. Open the project Properties panel (right-click and chose ‘Properties’). Select ‘ActionScript Compiler’ from the list on the left.
    3. Use the ‘Configure Flex SDK’s’ option in the upper right hand corner to point the project to Flex build 19786. Click ok.
  3. Configure your project to target SWF version 13
    1. Open the project Properties panel (right-click and chose ‘Properties’). Select ‘ActionScript Compiler’ from the list on the left.
    2. Add to the ‘Additional compiler arguments’ input: -swf-version=13. This ensures the outputted SWF targets SWF version 13. If you compile on the command-line and not in Flash Builder, you need to add the same compiler argument.
    3. Ensure you have installed the Flash Player 11,0,0,58 Incubator nuild in your browser.

If you are using Adobe Flash Professional:

You can create your own profile to publish to a specific SWF version in Adobe Flash CS5. See this package, it contains a sample FlashPlayer11.xml file file you need to copy into the right place.

  1. FlashPlayer11.xml goes into: Adobe Flash CS5\Common\Configuration\Players
  2. Place the playerglobal.swc related to the Incubator build you are working with into: Adobe Flash CS5\Common\Configuration\ActionScript 3.0\FP11
  3. Restart Flash Professional after that and then select ’Flash Player 11’ in the publish settings. It will publish to a SWF13 file.

Important: Always remember to set wmode=direct in your HTML parameters. Software fallback will be used if you do not use wmode=direct.

Can I still use my Flash 3D Framework?

As announced in Adobe MAX 2010 all the mayor Flash 3D  frameworks (Alternativa3D, Away3d, CopperCube, Flare3D, Minko, Sophie3D or Yogurt3D.) have been working alongside with Adobe to bring support for Flash Player’s new 3D APIs being Away3D  the first one to release a “Molehill” supported version.

Away3D 4.0 Alpha (codename “Broomstick”).

Shortly after Adobe announcement Away3D’s team was released a new version(4.0 Alpha) of their framework codenamed “Broomstick” and let me say it runs great I’m really looking to have some free time to test and post about the new features in Away3D but for the time being You can check some of the examples and tests made by the team here.

To start playing with “Broomstick” You need  to download this version from their googlecode repository or their downloads page.

Adobe Flash and Unity3D

Unity3D’s team has a blog post about Flash Player plugin support here is an excerpt:

“In the past few months, our engineers have been investigating the possibility of adding a Flash Player exporting option to Unity. That investigation has gone very well, and we’re moving into full production.” read the full article here.

So this are some of the things announced at the Flash Gaming Summit if hurry up You can still catch the live stream.

Later 😀

Adobe Flash Player 10.1 Prerelease and Adobe AIR 2.0 beta

Adobe Flash Player 10.1 Beta and AIR 2.0

This 17th of November adobe has made available at Adobe Labs the prerelease of  Adobe Flash Player 10.1 and the beta of  Adobe  AIR 2.0 and the attendees of Adobe Latin Flash Tour MX received these news from the hands of Lee Brimelow and Mike Chambers who showed us some of the great things to come in the new versions of these runtimes.

Adobe Flash Player version 10.1 is the first runtime release of the new Open Screen Project that will enable to have the same user experience across multiple devices be it browsers, tv, mobile phones and more. Some of the new features of the the Flash Player 10.1 are ubiquitous reach witch means that the full Flash Player will be the same on your smartphone as your browser enabling you to make your content and user experience equal across many devices. The new Global Error Handling will enable You developer to write a single handler to process all runtime errors that weren’t part of a try/catch statement. Improve application  reliability and user experience by catching and handling unexpected runtime errors and present custom error messages, what does this mean is that your user will never get that window saying there’s an error and you will not see the output panel throwing you those errors everytime you test your application. Multitouch support a Microphone class that will let you capture sound from the microphone the new Text Layout format and various other features that i’m sure that i’m missing so to The Flash Player 10.1 prerelease page at Adobe Labs and start playing with it.

Some useful links:

Release notes

What’s New in Flash Player 10.1

Download the updated global SWC to create content using the new APIs

Download the memory monitoring component to optimize your content for mobile

Watch Flash Player 10.1 video demonstrations

ActionScript 3.0 Developers Guide

ActionScript 3.0 Reference for the Adobe Flash Platform

Adobe AIR 2.0

Some of the features of AIR 2.0 were showed to us by Mike Chambers like the support for the detection of mass storage devices , comunication with the system and that you can now export as a native system application allowing you to use native code integration this lets you do some other things like opening default applications here’s a list of some of it’s new features.

  • Support for the detection of mass storage devices.
  • Advanced networking capabilities like secure sockets, UDP support, and the ability to listen on sockets.
  • Support for native code integration.
  • The ability to open a file with its default application.
  • Multi-touch and gesture support.
  • New APIs for access to raw microphone data.
  • Webkit update with HTML5/CSS3 support.
  • Global error handling.
  • Improved cross-platform printing
  • Improved security and support for enterprise and government standards.

Some useful links:

Release Notes.

Introducing Adobe AIR 2 beta

What’s Coming in Adobe AIR 2.

What are You waiting for go there and start playing.

Happy Flashing

Google Analytics Tracking for Adobe Flash

A new API for using  Google Analytics Tracking in Flash/Flex projects this API is developed in ActionScript 3.0 and can be used as a component or called in your ActionScript code, Google Analytics Tracking for Adobe Flash seems to solve a lot of troubles and the needed workarounds for making consistent user tracking in your Flash projects, keep reading for a more detailed explanation extracted from the implementation overview.

The Google Analytics Tracking for Adobe Flash component makes it easy for you to implement Google Analytics in your Flash-driven content. This component contains all of the functionality of the Google Analytics Javascript code, and is 100% compatible with the latest ga.js tracking code. The Flash Tracking component is a compiled tracking object native to ActionScript 3, making Analytics implementation intuitive in Flash, and Flex development environments.

You can develop Analytics Tracking for Flash in either Adobe Flash or Adobe Flex environments. Each environment requires a different component, which you can download from http://code.google.com/p/gaforflash/. These components are based on ActionScript 3 and can be set up in one of two ways for each environment:

In Adobe Flash

  • Add and configure a simple component in the component inspector and drag it to the stage.
  • Import the Flash Tracking libraries directly into your library and start coding.

In Adobe Flex

  • Include an MXML component that you configure from am MXML file.
  • Import the Flash Tracking libraries into your script tags/AS3 files.

How to use the Component in Adobe Flash

In order to use the Flash tracking component in your environment, you either use the visual tools inside Flash, or you set up the tracking object directly in your code. Regardless of whether you are setting up the component visually or via code, you provide the following elements:

  • the web property ID—This is also known as the UA number of your tracking code and looks like UA-xxxxx-yy, where the x’s and y’s are replaced with the numbers that correspond to your account and profile information for the object you are tracking. See Web Property for more information.
  • the tracking mode—Choose either bridge mode or AS3 mode. This mode determines how your tracking communicates with the Analytics servers and is described in detail below.
  • the debugging mode—No matter which environment or tracking mode you use, you can turn debugging on to validate and test your tracking.

Installation for Flash CS3

Before you begin to use gaforflash to add Analytics tracking within Flash CS3,
you first need to add the gaforflash SWC to Flash CS3.

To do so:
1. If you have Flash CS3 currently open, quit the application.

2. Navigate to the location where you unzipped the Google Analytics zip
and find the swc (e.g. lib/analytics_flash.swc).

3. Create a “Google” directory in one of the following locations
and copy the SWC file there:
– (Windows) C:\Program Files\Adobe\ Adobe Flash CS3\language\Configuration\Components
– (Mac OS X) Macintosh HD/Applications/Adobe Flash CS3/Configuration/Components

Flash CS3 is now set up to support Google Analytics Tracking For Adobe Flash.

Alternatively if you want to use gaforflash in code-only mode
you can do the same as the above and add the lib/analytics.swc,
you will then need to drag the “AnalyticsLibrary” component in your Library.

Installation for Flex Builder 3

Before you can compile your code, you will need to link it to the gaforflash SWC file.

To do so:
1. select Project->Properties.
A Properties dialog box will appear for your project.
Click on Flex Build Path and then select the Library Path tab:

2. Click Add SWC… within the Library Path pane.
An Add SWC dialog box will appear.
Navigate to the location where you unzipped the Google Analytics zip
and select lib/analytics.swc file and click OK.


Just drop the analytics.swc file into your Flex project /libs directory

Here’s the link for the Google code project

The gaforflash direct download

More info on the API