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Flash 3D Cheats Most Wanted 2003rd Edition

5 out of 5 stars 6 customer reviews
ISBN-13: 978-1590592212
ISBN-10: 1590592212
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Editorial Reviews

Review

From the reviews:

"Every desktop designer would love to uncover the secret to easy 3D, and if this book isn't it, it comes pretty close." - Design Graphics

"This book is really well done, it has a nice and clear layout and I found every chapter very well explained. … Highly recommended to everyone interested in the subject." - gotoAndPlay()

"The book is really well done, it has a nice and clear layout and I found every chapter very well explained and clear. The promise of revealing all the 3D Flash tricks is widely fulfilled and I think every intermediate to advanced Flash developer will enjoy it. Also the many color pictures and diagrams that you will find will greatly help you in better understanding the concepts being explained. … Highly recommended to everyone interested in the subject." (Lapo, gotoAndPlay, May, 2004)

"Flash 3D Cheats Most Wanted is … clear and concise, offering you a simple yet informative introduction to the fundamentals of creating 3D graphics, buttons and so on in Macromedia’s application." (Computer Arts, December, 2003)

From the Publisher

This book is aimed at people who are quite comfortable with Flash MX, and know a little ActionScript. It provides detailed step-by-step tutorials, and boasts complete technical support from the friends of ED website. --This text refers to an alternate Paperback edition.

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Product Details

  • Series: Friends of Ed
  • Paperback: 272 pages
  • Publisher: Apress; 2003 edition (July 24, 2003)
  • Language: English
  • ISBN-10: 1590592212
  • ISBN-13: 978-1590592212
  • Product Dimensions: 9 x 8.1 x 0.6 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #4,751,260 in Books (See Top 100 in Books)

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Top Customer Reviews

Format: Paperback
TOC:

Chapter 1 Introduction to Flash 3D

Chapter 2 Light and Shadow

Chapter 3 Scaling for 3D

Chapter 4 Isometric 3D

Chapter 5 Focus and Depth of Field

Chapter 6 Parallax Scrolling

Chapter 7 Text Effects in 3D Space

Chapter 8 Drawing API and Math for 3D

Chapter 9 3D Slice Engine

Chapter 10 Departure Lounge: Moving beyond Flash 3D

Chapters 1, 2, 3, 4, 6 and 10 don't require a trigonometry

background. One of Chapter 6 topics uses XML though.

The best chapters for me were 1, 2, 3, 4 and 6.

I gave the book 5 stars because it has something for everyone.

Some people use Flash to create digital art while others use it

for practical purposes. This book delivers to both people.

Unfortunately, I belong to the latter kind and some of the topics

aren't for me.

I also think that some chapters are impractical unless you're

really a math geek. For example, I think Chapter 8 - Drawing

API and Math for 3D -- is unnecessary because you can import

Swift 3D files.

Some of the authors also show you Actionscript without really

explaining what it does (I think they assume you do know trig).

I work for a software engineering firm (not as an engineer

though) but I do know that it's bad practice to embed magic

numbers -- literals that don't have apparent meaning -- in

any code. It's better to put them in constants.

One of the authors (the Chapter 4 author I think) said to get

a good book on trigo. I don't think I will because there are

plenty of free trigo tutorials on the web. I agree though that

to get the most out of Flash and this book, learning trigo is a

must.
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Format: Paperback
This is the best book I have read in years! If you know the basics of ActionScript and you know sine and cosine, this book opens up whole dimensions of possibilities for both games and business applications of Flash.

It is clearly written and reads more smoothly than most programming books. While it does assume a basic literacy with ActionScript, it does not leave you flailing with complex 3D concepts. You may have to pull out your definitions of sine and cosine, but beyond that, it is pretty light lifting.

The genious of the book is that it violates commmon assumptions, and this results in simple, elegant techniques that are also powerful for a wide range of problems. The common assumption is that Flash doesn't do 3D. Don't believe it anymore. If you are willing to use some basic limitations to your application (such as keeping your polygon count down), you can have some smoothly flowing, useful 3D applications with relatively little effort. And unless I'm mistaken, those applications will run equally well on a browser running on a Mac, Windows or Linux.

The solutions are simple and eclectic. The authors have created a variety of 3D engines - each optimized for a given purpose. The engines are simple enough that (in theory) you can take the source and enhance it to your needs. Each technique is backed up by source code that you can download from the publisher's web site. But don't shortchange yourself with only the sample code - the explanations in the text are worth the cost of the paper book.

Here are my favorite techniques:

* ch 8 (P 195) - Drawing API and Math for 3D - here they explain and provide a working polygon 3D engine. The demos work smoothly (at least 20-30 frames per second) on my cheap Dell laptop.
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Format: Paperback
This has to be about the best book I have ever seen. The 3D cheats in it are amazing -- and you surely wouldn't know you were cheating. There are some incredibly insightful techniques, and some more staple things if you're not quite steady on your feet yet.
I think I am, but this book showed me how much more there was to know!
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Flash 3D Cheats Most Wanted
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