> more, adobe announced an update of shockwave3d for 2012...
you mean after the predicted end of the world in 2012?
Where was that announced or are you teasing?
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I would rather try to carry 10 over-loaded plastic bags in each hand
than take 2 trips to bring my groceries in.
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a¿ex
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> I read adobes' notes about molehill and i'm not sure it will really replace shockwave3d.
>
> - molehill doesn't seem to support ageia physx
Hand-rolled physics tuned to gameplay will work fine in most Flash games. In fact, many game styles work better when the physics are custom-built. For those that need "true" physics, an Actionscript-based library will emerge. It won't be as fast as native, but it will be fast enough.
> - most of molehill's rendering pipeline needs to be managed by actionscript... in shockwave u can render a scene without any line of script
True, but it wouldn't do anything interesting. No matter what we do, we're going to be writing a lot of code to manage a 3D experience, so this doesn't bother me much.
What I do worry about is how "low-level" it is. Flash is going to have to position itself on the "easier" side of Unity, and that's going to be tough. If Molehill scripting is closer to raw OpenGL programming than Shockwave3D programming, it will drastically cut down its utility for most people. (Even if you have the programming chops in-house, that cuts into the RAD speed, which is key for many small shops and hobbyists.)
> - molehill doesn't seem to include a native 3d file format... director 11.5 can generate w3d files
In my opinion, the choice of having a native 3D file format for Director was one of the platform's biggest weaknesses. The 3D modeling programs you could use to reliably export .w3d files you could count on one hand (one finger?), because we had to rely on the modeler vendors to create exporters, and Adobe didn't do the legwork to get them to make and maintain those exporters. Nor did they provide any converters from popular formats to .w3d formats. As a result, we ended up dabbling in that strange voodoo of a 3d format chain, or trying to work around broken imports with code. Blech. I'd *much* rather it import and render industry-standard file formats.
> so i suspect that in most cases, the old shockwave3d engine will keep faster and more efficient than molehill... so adobe can carry on selling shockwave's updates
Yeah, because Adobe has done such a bang-up job keeping Shockwave3D on the cutting edge so far, right? Molehill, to me, looks like Adobe is working to *deprecate* Director, effectively if not intentionally by Adobe leadership. Once a successful, widely-adopted 3D presentation tech is in place, that's one less reason to not end-of-line Director.
Worse, they're further bloating up the Flash player with this. I'd *much* prefer a streamlined, standalone Molehill player (and a Director Xtra to go with it!) instead of cramming it into Flash Player, but then they'd have to compete with Unity on their relative merits, so I doubt the bean counters would allow that.
> more, adobe announced an update of shockwave3d for 2012...
2012? That soon? How will Unity possibly keep up?
CC
I really think it's more easy to develop web games in shockwave than Unity.Looking at “silentbaystudios” and “xform” games You can see That quality is not dependent on technology.I have not seen so far any Unity webgame Approaching the quality of their games.Actually the combination of “Director” and “dpi” is great for none programers because It's write the code for them.
The
main problem is the inability of shockwave to
run on other platforms.
So if you want a
project to fit the Internet and cellular you
better start your project with unity.
Gaz > i know "good unity games are not on the web"...
i'm talking about the web. i work for RIA, i don't care about offline
today, the 3d standard on the web is shove.
if tomorrow the 3d standard on the web is unity or molehill, i will work with unity or molehill (not a problem for me, i master acstionscript and c#)
but today the standard on the web is shockwave so i work with director
--
but disagree, we are mobilising towards unity on the web currently.
And i would agree that prevalence is not great. While I never saw much more than 50% prevalence on shockwave which knocked it back even at those figures with Unity you are looking at around 15% prevalence, but the adoption rate is pretty high and i expect it to start moving, especially if unity devs start bringing more of their "offline" content to the web.
But I also agree todays web 3d standard is not as we would have expected it to be 10 years ago.
besides i always thought the web would move more to the "online app" bit like the mac app store. or iTunes. That way plugins don't matter current day web speeds mean that the engine may as well be downloaded with the "doc". It made sense all those years ago when you would struggle to get a 500k or even a 200k online game down your pipe (well on UK bandwidth speed any way)
The real problem is going to be online, why use Shockwave, a
misunderstood plug-in, with dropping install base, when you can just
use Flash that is ubiquitous? Certainly that will be the opinion of
any of my clients.
As to performance i'm quite impressed with the zombie demo released
(http://www.youtube.com/watch?v=LrArtYuEkEI) granted the environment
looks low poly, but that might be a style choice or due to
multi-system development, plus the fact that there are 500 zombies
walking round too. The driving game demo'd before looked pretty good
too.
The only real question with molehill is how easy it will be to develop
with. Pretty much any API will put it above SW3D and even if it
doesn't have nice editor or asset pipeline those will quickly be
developed by the community. If it comes with that stuff it may even
challenge Unity!
As for SW3D in 2012 (rumour?) I know there was a 5 year plan, but I
never believed it will be at the end of 5 years that we'd get a 3D
update! Honestly a few devs working for 6 months could have leveraged
the intel SW3D into a modern usable engine that could have kept it
ticking over.
Trouble is if there is a SW3D 2 in 2012, its going to have to be as
good as or better than both Molehill and Unity to win back developers.
I wouldn't go as far as saying I would never use it, I still have a
lot of invested knowledge in Director that would still make it the
most efficient rapid development platform. However it would need to be
on par with Unity and rebuild trust that it wont be left to languish
again.
Honestly at this point it would appear that Directors main use is for
legacy support and doing simple stuff based on developers years of
built up libraries, meaning its the most efficient method. However I
doubt you can maintain or build a product that is used in such manor.
Noisecrime 2011
personally I can't see how any shockwave developer that made a couple of projects in unity they wouldn't immediately fall in love with it. It seemed to me just like everything I wanted in director plus loads extra was already there. that might be down to people like Tom Higgins I dunno but after developing a bit and getting over my stubbornness I realised it was the natural step forward from shockwave.
Despite switching development apps, the Director community is/was
still the best.
I know, right? What a disheartening waste...
I'm happily surprised to see how many familiar Director devs are still on the list, even if some/many have moved on from Director.
Despite switching development apps, the Director community is/was still the best.
We’re still working in Shockwave. This year will see at least 3 new 3d games. No complaints from our side.
There are new features coming up and we’re happy J We’re at the GDC with 2 of our games and hopefully a small tech demo.
Pieter / Xform
> have a look to unity games on shockwave.com, they have bad marks, few players, because unity 3d engine is a bit too modern for the shitty machines of people
I think you're confusing bad *games* with bad *technologies*.
> i don't understand why everybody wants to kill director... maybe because u don't like old technologies... but the web likes old techologies ;)
I don't want to kill Director. Seriously. I would absolutely frickin' LOVE it if Adobe stepped up and returned Director to its former glory, if they came out with guns blazing and made it a serious contender against Unity. I still have a Director developer's site, and I still sell Director-based software products.
But I have to be realistic moving forward. Unity is eating Director's lunch. It is better from a technical perspective, a technical support perspective, a corporate support perspective, a device targeting perspective, a rendering perspective, an update frequency perspective, a feature perspective, a performance perspective, etc. There are still a very few areas where Director is better (diverse media integration comes to mind), but overall, there's just no comparison.
It's not even a matter of preference or opinion, either. Just yesterday in our studio, we were asked to make yet another project that is targeted for the web and iOS devices. This brings us up to four on the docket. Director simply CANNOT be used to do these jobs, because there's no iOS path from Director.
But I can use Unity.
Does anyone here think the next Director is going to include export paths for iOS (let alone Android, Wii, XBox 360, and PS3)? If so, I'd love to hear why you think that, because as far as I've seen, it's been crickets from Adobe on Director development. And even if it does have an iOS export path, well, after seeing how miserable the Flash iOS export performed, let's just say I'm not filled with confidence.
On Feb 25, 2011, at 7:48 AM, Noisecrime wrote:
> In my opinion, molehill will decimate Director with regards to 3D.
I agree. I really don't see Adobe cannibalizing itself between Molehill and Shockwave3D. My guess is all their 3D dev resources will go into Molehill, and IF WE'RE LUCKY, we'll get a Molehill Xtra for Director, probably six months to a year later. If we're not lucky, Director gets end-of-lined.
> The only real question with molehill is how easy it will be to develop with. Pretty much any API will put it above SW3D and even if it doesn't have nice editor or asset pipeline those will quickly be developed by the community. If it comes with that stuff it may even challenge Unity!
That's the hope. That's a pretty high target, though, what with Unity's IDE being so stellar. My guess is that they're going to go the ECMAScript route for the scripting engine to make it easy for existing ActionScript developers, which means that the scripting is going to be pretty similar to Unity. But unless they've managed to develop a kick-ass IDE like Unity has, something I just don't see happening in such a short time frame, there's no way they're going to overshadow Unity out of the gate from a tools perspective.
It seems to me the biggest thing Molehill has going for it is the size of the existing Flash user base. Molehill should be a standalone product - we don't need Flash bloated up any more than it already is - but they're going to shoehorn it into Flash anyway in order to get access to a lot of developers. This might save it even if it sucks compared to Unity.
> As for SW3D in 2012 (rumour?) I know there was a 5 year plan, but I never believed it will be at the end of 5 years that we'd get a 3D update! Honestly a few devs working for 6 months could have leveraged the intel SW3D into a modern usable engine that could have kept it ticking over.
Especially when Unity releases come so fast you can barely keep up with them. 5 years, seriously?
> Trouble is if there is a SW3D 2 in 2012, its going to have to be as good as or better than both Molehill and Unity to win back developers. I wouldn't go as far as saying I would never use it, I still have a lot of invested knowledge in Director that would still make it the most efficient rapid development platform. However it would need to be on par with Unity and rebuild trust that it wont be left to languish again.
Spot on. From what I can tell, Director's community is down to the die hard, longtime users. It hasn't attracted a significant number of new users for a long time, so Adobe needs to really knock it out of the park in order to overcome its reputation.
But even if it is awesome, there's still the history to consider. Years go by between updates. At this point, I'm not sure I want to hitch my horse to that wagon, even if they do manage to come out with a compelling update, because it might be ANOTHER five years before the next update. Or never. Who knows?
Unity has demonstrated that it has a vigorous response to its developer community, with regular updates, impressive new features, and much more openness about direction. They are a company solely focused on this one product, as opposed to the situation with Director where the corporate support is fleeting at best as their engineers are pulled off for other strategic projects. In order to go back to using Director, I need to not only be impressed with the technology, but I also need to have my faith restored in Adobe's corporate will to support Director. And as slim a chance as the former is, the latter just seems impossible at this point.
> I'm happily surprised to see how many familiar Director devs are still on the list, even if some/many have moved on from Director.
>
> Despite switching development apps, the Director community is/was still the best.
Agreed!
CC
As for me, I'm supporting my existing Shockwave games. Thankfully Adobe has
been releasing fairly regular updates to the Shockwave player, so it's
staying compatible with modern browsers and OSs' even if it's a few steps
behind.
As games like Minecraft have shown, it's not always about technology, it's
about content and accessibility. A quality game that can be played on a wide
variety of machines will win out over a mediocre game that requires a
highend machine to see its splendor.
THAT SAID, all my new projects will be in Unity or Flash. There's just too
many structural problems with Adobe/Director that take it beyond a content
comparison.
- The 3D art pipeline for Shockwave is almost completely broken. You pretty
much need legacy software or a $3,000 software to get 3D animation into
Director. It makes it very hard to work with other artist.
- What attracted me to Director initially was the ability to export content
to all the major platforms of the day, PC, Mac, and Web. But the landscape
is much bigger now. You have mobile platforms like iPhone and Android, and
digital platforms such as XBL Arcade, Wii-ware and etc. As of now, Director
doesn't touch any of these new platforms. Whether you're doing client-based
or independent work, it's advantageous to have access to as many platforms
as possible.
- No visible support from Adobe. This is finally what broke my back. I can
no longer justify investing time and money with a product that Adobe
basically pretends doesn't exist. For years we've asked for more visibility
and communication, and aside from a few brief promises, it's mostly been met
with deafening silence. It's pretty clear they have Shockwave on status-quo
mode and with the limited size and resources of the Director team, they can
only add a couple of modest features per year, which usually go unannounced.
Has Molehill replaced Shockwave? Not yet. Will it? Absolutely. They can't
co-exist for obvious reasons and Adobe has shown zero inclination to find a
new place in the market for Director.
I just hope that Molehill will be able to import .W3D files at some point.
If they did that, it would help a lot of Director devs transition their 3D
content to Flash. But most Director developers have moved on long ago so
they may not see a need for this...
For web-based independent games, Shockwave3D is still viable if you have an
existing art pipeline and tools in place. But for client/freelance work,
Shockwave3D is completely dead.
- Chris
I would be pleasantly surprised if any of the other 3D browser
technologies ( Virtools / now 3DVia?, Unity 3D, Shiva 3D ) were over
5% - in fact, if any of them were over 2% I'd be impressed for generic
population installs.
If you see percentages for browser penetration, is that from the
generic population or from a gamer population? A portal site I was
speaking to at GDC a few years ago mentioned that over 90% of their
visitors had Shockwave installed, ie active casual gamers. The 30%
StatOwl figure reflects a realistic estimate of the generic population
( eg visitors to the bbc, google etc sites ), and not casual gamers (
eg visitors to shockwave.com or another gaming portal ). Of course,
if your target market is casual gamers... :)
Mal
--
> I just released Sherwood Dungeon 2.2 and Shockwave is still doing the job
> for me. Here is some pick up from the release:
Nice work on the 2.2 update! It would be *very* cool to see some tech
info on your diary at http://www.sherwooddungeon.com/diary.html
Mal
http://molehill.zombietycoon.com/
gameplay varies on different machines of different performances. ie on my mac I cannot complete level 1 but on the pc its very smooth.
BTW, your criticism of the Shockwave plug-in installation process seems more reflective of how it was before the recent changes made to the install process by the Shockwave dev team. Did you really just install the Shockwave plug-in or was that a description of how you remembered it from six months ago?
>
> http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/
>
> End of conversation... let's have fun!
Yep, if this pans out its going to be amazing.
Noisecrime 2011
> http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/
>
> End of conversation... let's have fun!
It also gutting to think that Director/SW3D has had over a decade
headstart on Flash and several years over other competitors only to
squander it all.
Noisecrime 2011