T3D Awesomium Integration Pack - Update and 2013 Sale
by Stefan Lundmark · 12/28/2012 (2:41 pm) · 17 comments
The 3D Awesomium Integration Pack, which lets you embed HTML/Flash in your games; has received an update and is now on sale to celebrate the new year, for $49 until 2013-01-11.
Details of the update:
- The pack now uses the T3D ResourceManager to load all files and resources. In practice this lets you load complete webpages/flash animations inside other sources than your filesystem or the web, for example archives (like Zip).
- Improved the framerate calculation for load-balanced shapes to be more reliable which results in less stuttering when framerate fluctuates.
- Torque 3D now translates all keyboard events to Awesomium keyboard events, instead of just the most important ones.
- The download now also includes a minimalistic demo with example scripts and assets for you to learn from and use in your games.
- Fixed a bug with mission reloading which caused shapes to receive focus in an incorrect way.
About the author
#2
That's unfortunate and I'm sorry. PayPal decided to block the account linked to the site because it looked "suspicious" to them. I've temporarily fixed it and the language has been forced to English.
Please go ahead and try again, it should work now.
And thanks for letting me know about this, I really appreciate it!
12/29/2012 (6:31 am)
Hi BigDaz,That's unfortunate and I'm sorry. PayPal decided to block the account linked to the site because it looked "suspicious" to them. I've temporarily fixed it and the language has been forced to English.
Please go ahead and try again, it should work now.
And thanks for letting me know about this, I really appreciate it!
#3
How are Flash movieClips implemented with mouse click event listeners? Or is flash passed to Javascript?
12/30/2012 (8:56 am)
Again... Nice work on this StefanHow are Flash movieClips implemented with mouse click event listeners? Or is flash passed to Javascript?
#4
Yeah, Flash MovieClips call JavaScript which calls TorqueScript.
Likewise, TorqueScript calls JavaScript which calls Flash.
I've experimented with generating JavaScript code on the fly to allow function calls to Flash from TorqueScript directly, but I'm not ready to update the pack with that yet and I would like to make it seamless in both directions. That would be really cool!
12/30/2012 (9:06 am)
Hi Jules, thanks for your comment!Yeah, Flash MovieClips call JavaScript which calls TorqueScript.
Likewise, TorqueScript calls JavaScript which calls Flash.
I've experimented with generating JavaScript code on the fly to allow function calls to Flash from TorqueScript directly, but I'm not ready to update the pack with that yet and I would like to make it seamless in both directions. That would be really cool!
#5
12/30/2012 (9:30 am)
thats cool Stefan. Shame your pack wasn't around earlier, would have saved me a whole lot of TorqueScript GUI work. I can create better GUIs in flash and it can be manipulated better with 3D instead of flat 2D - just the security side of it would need to be tightend up a bit on the flash side to only allow connections from a calling script/game server ip address etc for multiplayer. I'll still pick up your pack in the next week or so, as I have some ideas for its uses. keep up the good work!
#6
12/30/2012 (10:21 am)
I guess .htaccess files to limit those flash files to the gameserver wouldn't work?
#7
12/30/2012 (11:19 am)
You can limit them to a domain/ip ... not so sure about .htaccess files unless you had a username and password perhaps, but then this would need to be hashed, encrypted then hashed again. Without security, variables could easily be accessed and update the database.
#8
12/30/2012 (1:00 pm)
Makes sense. Is it possible to properly do in Flash then? If so, that's awesome!
#9
12/30/2012 (2:48 pm)
yeah, a bit of actionScript 3 would do the trick. Then maybe run the swf file through one of the top encrypt programs that make it more difficult to hack.
#10
I have a few questions for you sbout the pack. Can you please email me at pyoskowitz<at>winterleafentertainment<dot>com
02/27/2013 (7:54 pm)
Stefan:I have a few questions for you sbout the pack. Can you please email me at pyoskowitz<at>winterleafentertainment<dot>com
#11
02/28/2013 (1:20 am)
Of course, I've emailed you at the address you specified.
#12
05/08/2013 (1:02 pm)
Is there any way to launch a window that could be independent of the game screen so it could be dragged outside of the game window and resized etc? I'd be happy if I could just launch a web window with no title bar at a given size like you can do from any web page.
#14
05/08/2013 (1:25 pm)
How about a fixed, adjustable window on the left side of the screen with the game rendering on the right so the game play screen is never covered? Something like a slide out window that moves the game screen over if you widen it out.
#15
T3D itsef has support for several windows but I don't think you can use more than one Canvas. In that case you'd have to blit from Awesomium to the window directly, which isn't difficult but it's not something the pack can do without a few changes.
05/08/2013 (1:38 pm)
It's not difficult, just not possible out of the box.T3D itsef has support for several windows but I don't think you can use more than one Canvas. In that case you'd have to blit from Awesomium to the window directly, which isn't difficult but it's not something the pack can do without a few changes.
#16
05/08/2013 (1:50 pm)
Are you looking for any side work? We need to accomplish one scenario or the other as soon as possible. Pulling up a stand alone web window won't really work for our application and it would get covered if the player went full screen. Send an email scot<at>alphaeg<dot>com if you have any time or interest in helping us accomplish it.
#17
05/08/2013 (2:00 pm)
I've sent you an email, Scot. 
BigDaz
Ad Hoc Software
This recipient is currently unable to receive money.
Also could you get it to default to English? It comes up in Swedish at the moment.