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	<title>UnitZeroOne &#187; Work</title>
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	<description>by Ralph Hauwert, Creative Developer, Consultant</description>
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		<title>Flash 10, Massive amounts of 3D particles with Alchemy (source included).</title>
		<link>http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/</link>
		<comments>http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 15:26:12 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Examples]]></category>
		<category><![CDATA[Flash]]></category>
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		<guid isPermaLink="false">http://www.unitzeroone.com/blog/?p=201</guid>
		<description><![CDATA[Pushing around +300.000 3D particles, realtime, on screen, using Flash ? No problem, if you are using Adobe Alchemy &#38; PixelBender to compile and run your code! During my session &#8220;professionally pushing pixels&#8221; at FITC Amsterdam this year, amongst other &#8230; <a href="http://unitzeroone.com/blog/2009/03/18/flash-10-massive-amounts-of-3d-particles-with-alchemy-source-included/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a title="See the demo." href="http://www.unitzeroone.com/labs/alchemyPushingPixels/" target="_blank"><img class="alignnone size-full wp-image-202" title="pushingpixels" src="http://unitzeroone.com/wordpress/wp-content/uploads/pushingpixels.jpg" alt="pushingpixels" width="430" height="140" /></a></p>
<p>Pushing around +300.000 3D particles, realtime, on screen, using Flash ? No problem, if you are using Adobe Alchemy &amp; PixelBender to compile and run your code!</p>
<p>During my session &#8220;<em>professionally pushing pixels</em>&#8221; at FITC Amsterdam this year, amongst other things, I talked about how to best utilize parts of the Flash Player to get top performance. This is one of the examples I showed. What you are seeing in this example, is +300.000 particles being 3D transformed, projected and draw to 2D. And it does so at quite a good framerate (well, it&#8217;ll depend on your machine too).</p>
<p>So, how do we achieve this ? The answer is a combination of PixelBender and Alchemy.</p>
<p><span id="more-201"></span></p>
<p><strong>First, let&#8217;s look at the 3D transformation and projection.</strong></p>
<p>Flash 10 has a number of native features to allow for 3D transformation and projection. You&#8217;ll find that this is a combination of using the Vector, Vector3D, Matrix3D, PerspectiveProjection, etc. Although these features are great, we can&#8217;t use them in combination with Alchemy easily. I&#8217;ll explain why later, for now, let&#8217;s look at an alternative method to do the projection.</p>
<p>Where oh where in the Flash Player do we have a method of doing very fast math ? The answer is; pixelbender! Although Pixelbender is normally used for image based manipulation, you can make it do any type of number-crunching which is able to be executed in parallel and without loops.</p>
<p>To calculate rotations and projecting our 3D data, we use Pixelbender in &#8220;ShaderJob&#8221; mode. When using pixelbender in image based mode, it operates in 8 bits per channel. Thankfully, when using it with a ShaderJob, it allows 32 bits precision per channel for the data processing. Since 8 bit precision wouldn&#8217;t be enough for this example, we use a shaderjob.</p>
<p>The VertexProjector pixelbender kernel, included with the source is a simple way of transforming and projecting vertices (representing particles, in this case) in 3D space. We feed this kernel a bytearray of x,y,z paired data, and execute the shaderjob. It then returns the data as a bytearray, in px, py, pz format.</p>
<p><strong>Drawing things to screen.</strong></p>
<p>Now we have all the 2D projected 3D data, we need to draw things to screen, and we have to do so as quickly as possible. This step is traditionally called rasterization. In AS3, you&#8217;re most likely to use getPixel when drawing on a per pixel basis. Doing so in a loop for 300.000 pixels turns out to be very slow. The solution for this would be to optimize that loop as much as possible. Either by writing your own bytecode, or maybe writing your own post-processor for you code, before you compile. But we don&#8217;t have too, since Adobe Alchemy exists.</p>
<p>As you can read in <strong><a href="http://www.unitzeroone.com/blog/2008/11/28/adobe-alchemy-is-it-actionscript-heresy/" target="_blank">my earlier post</a></strong> about Adobe Alchemy, I openly questioned why it was so speedy, as compared to regularly compiled ActionScript 3 code. Although the answer is rather complex, the combination of C Based code, the LLVM compiler and &#8220;Alchemy Virtual Memory&#8221; are the base of this. The large difference between Alchemy compiled actionscript and regular compiled Actionscript can be further explained by the regular AS3 compiler not doing any optimisation. This example shows off those performance increases.</p>
<p>One thing to worry about when using Alchemy in your ActionScript projects is marshalling. You can read Branden Hall&#8217;s post on Alchemy <strong><a href="http://www.automatastudios.com/2008/11/21/understanding-adobe-alchemy/" target="_blank">for more info on that</a></strong>. Since we wouldn&#8217;t be able to marshal 300.000 vertices from a Vector.&lt;Number&gt; in AS3 to our alchemy code, we need to find a better solution. This is exactly why we are using Pixelbender and more-over, the bytearray data.</p>
<p>It is possible to manipulate the memory Alchemy uses in the runtime. This memory is represented as an AS3 ByteArray object. If we directly write and get our data from this memory block, no marshalling is needed. Although this means not all things can be done this way, for some things, this can be very useful. For instance, getting large blocks of data, like images and bytearrays of coordinates.</p>
<p>Getting all these 3D particles to screen is simply 1 inner loop. While we would normally call setPixel for that, in Alchemy code, we don&#8217;t have that luxury. Instead of that, we write directly to our screenbuffer memory, which is represented as a set of int&#8217;s. Here, one more problem comes into play. <a href="http://en.wikipedia.org/wiki/Endianness" target="_blank"><strong>Endianess</strong></a>, defines the byte ordering for a set of data. Alchemy uses little-endianess for it&#8217;s internal memory representation. Specificall, it uses a small class called LEByteArray. This class extends ByteArray and ensures no changes are made to the endianess of the memory. Makes sense, since otherwise your code would blow up.</p>
<p>Writing to the screen is then a piece of cake. We take the alchemy processed data from it&#8217;s memory, and write it to a bitmapdata using the formerly much less usable setPixels() command. It&#8217;s amazing to see how fast this is.</p>
<p>Look at the <strong><a href="http://www.unitzeroone.com/labs/alchemyPushingPixels/" target="_blank">example here</a></strong>, and download <strong><a href="http://www.unitzeroone.com/labs/alchemyPushingPixels/alchemyParticlePusher.zip" target="_blank">the full sourcecode</a></strong> here. As you can see from the example, the difference between doing this with regular ActionScript versus Alchemy nears a 5 fold speed increase.</p>
<p>Thanks to <strong><a href="http://bit-101.com" target="_blank">Keith Peters</a></strong>, for providing me with the 3D Strange Attractor code! And additional thanks to <strong><a href="http://mrdoob.com" target="_blank">Mr.Doob</a></strong> for the stats object.</p>
<p>In future I&#8217;ll be posting more demos of the technology. Amongst which there will be one appliance for the future version of Papervision3D, <a href="http://blog.papervision3d.org/2009/03/16/papervisionx-what-it-is-and-what-it-isnt/" target="_blank"><strong>PapervisionX</strong></a>.</p>
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		<title>Some experiments with the FP10 3D api. Shading &amp; Speed</title>
		<link>http://unitzeroone.com/blog/2008/11/24/some-experiments-with-the-fp10-3d-api-shading-speed/</link>
		<comments>http://unitzeroone.com/blog/2008/11/24/some-experiments-with-the-fp10-3d-api-shading-speed/#comments</comments>
		<pubDate>Mon, 24 Nov 2008 22:48:08 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Examples]]></category>
		<category><![CDATA[Papervision3D]]></category>
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		<category><![CDATA[10]]></category>
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		<category><![CDATA[flash10]]></category>
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		<category><![CDATA[fp10]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/blog/?p=163</guid>
		<description><![CDATA[Behind the scenes I&#8217;ve been insanely busy for the last months. But just to keep you posted on some progess on my side, here&#8217;s some demos of me playing around with Flash Player 10&#8242;s 3D API&#8217;s. I&#8217;ll keep this short, &#8230; <a href="http://unitzeroone.com/blog/2008/11/24/some-experiments-with-the-fp10-3d-api-shading-speed/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<div id="attachment_165" class="wp-caption alignnone" style="width: 440px"><a href="http://unitzeroone.com/wordpress/wp-content/uploads/elephant1.jpg"><img class="size-full wp-image-165" title="elephant" src="http://unitzeroone.com/wordpress/wp-content/uploads/elephant1.jpg" alt="A smooth shaded elephant." width="430" height="220" /></a><p class="wp-caption-text">A smooth shaded elephant.</p></div>
<p>Behind the scenes I&#8217;ve been insanely busy for the last months. But just to keep you posted on some progess on my side, here&#8217;s some demos of me playing around with Flash Player 10&#8242;s 3D API&#8217;s.</p>
<p>I&#8217;ll keep this short, here&#8217;s some demos.</p>
<p>Some tests with shading : <a href="http://unitzeroone.com/labs/fp10_shadetests/Test_320_Faces.swf" target="_blank"><strong>1</strong></a>, <a href="http://unitzeroone.com/labs/fp10_shadetests/Test_1121_Faces.swf" target="_blank"><strong>2</strong></a>, <a href="http://unitzeroone.com/labs/fp10_shadetests/Test_1600_Faces.swf" target="_blank"><strong>3</strong></a>, <a href="http://unitzeroone.com/labs/fp10_shadetests/Test_1920_Faces.swf" target="_blank"><strong>4</strong></a>, <a href="http://unitzeroone.com/labs/fp10_shadetests/Test_3600_Faces.swf" target="_blank"><strong>5</strong></a>, <a href="http://www.unitzeroone.com/labs/fp10_shadetests/Test_10150_Faces.swf" target="_blank"><strong>6</strong></a></p>
<p>You&#8217;ll notice that the speed slows down when you go up in the number of examples. The amount of triangles increase per example. Since shading is still one of the most heavy appliances of any 3D engine, I thought it would be good to start out testing that, and see how it would work in a realistic 3D engine environment.</p>
<p>Next, this is not adviced to look at if you get car-sick easily&#8230;..<a href="http://unitzeroone.com/labs/fp10_speed/Main.swf" target="_blank"><strong>a pure speed test</strong></a>.</p>
<p>A bit slower then it could run using any of the new wmodes, but for speeds sake, we&#8217;re getting there.</p>
<p>Source code not available yet. First I&#8217;m looking at how to optimize. And yes, I&#8217;m working hard on a new version of Papervision3D, with the rest of the team. Soon I&#8217;ll post some better examples, including a <a href="http://en.wikipedia.org/w/index.php?title=Binary_Space_Partition" target="_blank"><strong>BSP</strong></a> example.</p>
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		<slash:comments>22</slash:comments>
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		<title>Papervision3D + Water Simulation = Waterballs</title>
		<link>http://unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/</link>
		<comments>http://unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 23:49:48 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Cool Sites]]></category>
		<category><![CDATA[Examples]]></category>
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		<category><![CDATA[Ball]]></category>
		<category><![CDATA[Water]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/</guid>
		<description><![CDATA[You always have projects lying around that are to be finished&#8230;but probably never have the time for&#8230; Today Exey Panteleev posted some creative use of Papervision3D and the Shaders in 2.0. Accompanying to his post he asked if it would &#8230; <a href="http://unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.unitzeroone.com/blog/2008/03/19/papervision3d-water-simulation-waterballs/waterball-2/" target="_blank" rel="attachment wp-att-150" title="Waterball 2"><img src="http://unitzeroone.com/wordpress/wp-content/uploads/waterball2.jpg" alt="Waterball 2" /></a></p>
<p>You always have projects lying around that are to be finished&#8230;but probably never have the time for&#8230;</p>
<p>Today <strong><a href="http://exey.ru/blog/home/fluid-simulation-pv3d-and-away3d" title="Exey's blog" target="_blank">Exey Panteleev</a></strong> posted <strong><a href="http://www.nabble.com/Fluid-Simulation-3D---Water-to16130437.html" target="_blank">some creative use of Papervision3D</a></strong> and the Shaders in 2.0. Accompanying to his post he asked if it would be possible to run water simulation with Papervision3D&#8230;.</p>
<p><em>Actually, yes&#8230;</em><br />
<strong><a href="http://www.unitzeroone.com/papervision/waterBump/bin-release/WaterBall.swf" title="Waterball_1" target="_blank">Water Ball Experiment 1</a> </strong><strong><a href="http://www.unitzeroone.com/papervision/waterBall2/bin-release/WaterBall.swf" title="Waterball_2" target="_blank">Water Ball 2(cpu burner alert!)</a></strong></p>
<p>As one of those things I never finished and probably don&#8217;t have time to finish within the next month or so, I have two examples of Papervision3D running interactive water on top of a sphere.</p>
<p>Disclaimer : these things are hacked together experiments from a couple of months ago&#8230;as a result performance isn&#8217;t to good. I&#8217;m sure that given some time they can run smooth, without burning your cpu to the ground. Hope you enjoy anyway <img src='http://unitzeroone.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<title>Where NASA JPL technology meets Flash!</title>
		<link>http://unitzeroone.com/blog/2007/12/12/where-nasa-jpl-technology-meets-flash/</link>
		<comments>http://unitzeroone.com/blog/2007/12/12/where-nasa-jpl-technology-meets-flash/#comments</comments>
		<pubDate>Wed, 12 Dec 2007 10:01:01 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=111</guid>
		<description><![CDATA[Earthmine, the company which I&#8217;ve been so happy doing Papervision3D / AIR / Flex work for (see previous post on this), have just announced their exlusive deal with NASA JPL. The licensed technology has been use in for instance the &#8230; <a href="http://unitzeroone.com/blog/2007/12/12/where-nasa-jpl-technology-meets-flash/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Earthmine, the company which I&#8217;ve been so happy doing Papervision3D / AIR / Flex work for (<a href="http://www.unitzeroone.com/blog/earthmine/earthmine_papervision3d_indexi_1.html">see previous post on this</a>), have just announced their exlusive deal with <a href="http://www.jpl.nasa.gov/index.cfm">NASA JPL</a>. The licensed technology has been use in for instance the Mars Rovers; now coming to a street near you to index reality! As if the project wasn&#8217;t exiting enough, this is great news!&#8221;The agreement between JPL and earthmine includes exclusive use of software and algorithms for street level mapping, and asset management and encompasses stereo vision systems and camera calibration algorithms. earthmine will utilize the software and algorithms as a part of its processing pipeline, which automates the creation of high-quality, seamless panoramic imagery with pixel-for-pixel 3D depth information from its image collection system.&#8221;Just envision what this will mean for a mapping application&#8230;!<a href="http://www.earthmine.com/media/press-releases.php?title=earthmine%20signs%20exclusive%20agreement%20with%20NASA%E2%80%99s%20Jet%20Propulsion%20Laboratory&amp;release=1">Link</a></p>
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		<slash:comments>3</slash:comments>
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		<title>Earthmine : Papervision3D &amp; indexing reality. (video)</title>
		<link>http://unitzeroone.com/blog/2007/09/28/earthmine-papervision3d-indexing-reality-video/</link>
		<comments>http://unitzeroone.com/blog/2007/09/28/earthmine-papervision3d-indexing-reality-video/#comments</comments>
		<pubDate>Sat, 29 Sep 2007 05:31:43 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Papervision3D]]></category>
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		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=101</guid>
		<description><![CDATA[This is for sure one of the coolest projects I&#8217;ve ever worked on. Earthmine inc. is a company which focused on indexing reality. &#8220;What&#8217;s that ?&#8221;, I hear you think. Well, if I&#8217;d had to put it in short, it&#8217;s &#8230; <a href="http://unitzeroone.com/blog/2007/09/28/earthmine-papervision3d-indexing-reality-video/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>This is for sure one of the coolest projects I&#8217;ve ever worked on. <a href="http://www.earthmine.com/">Earthmine inc.</a> is a company which focused on indexing reality. &#8220;What&#8217;s that ?&#8221;, I hear you think. Well, if I&#8217;d had to put it in short, it&#8217;s google&#8217;s streetview on steroids; but in my opinion that&#8217;d be shortcoming to what it really is&#8230;Anthony Faserro of <a href="http://www.earthmine.com/">Earthmine</a> says it like this : &#8220;It&#8217;s like walking on the street with a map in your hand&#8221;. But what if you can double click on a building you see, and end up standing right in front of it ? What if you want to tag a building in 3d space, for your friends to find on any kind of other map, using advanced exporting to world ? What if you want to measure how far it is from that car to that building ? Take a pciture of that appartment you really really want, and have it geotagged automatically ? Or index infrastructure in a large city, that wasn&#8217;t indexable before ? That&#8217;s what <a href="http://www.earthmine.com/">Earthmine</a> does.Earthmine indexes a city with very high resolution still images, and indexes everything photographed in 3D space. The blanket name for this would be &#8220;geo-spatial indexing&#8221;. It took me a while to get my head around what that meant, but while we where working are at the first alpha version of this application, I realized what fantastic opportunities this opens. The amount of 3d and visual data which is exposed through this interface is fantastic, the possibilities endless&#8230;this demo just shows the tip of the so-called iceberg.Earthmine first contacted me after seeing some of the <a href="http://blog.papervision3d.org/">Papervision3D</a> work I&#8217;ve done, and after the prototyping of an initial application, we&#8217;ve been working for a while to come this version, finally unveiled at the DEMOfall 2007 conference, where they where invited for a slot.For me this project is alot of things. First of all, a great time, a great learning experience about geo-spatial data, a good way to work on improving the <a href="http://blog.papervision3d.org/">Papervision3D</a> engine where possible and working with a great and brilliant team of developers and visionaries. It&#8217;s hard to not talk in superlatives about this product and these people for me.The visionaries who came up with this are <strong>John Ristevski</strong>, and <strong>Anthony Fassero</strong> of Earthmine inc.The backend was build by them and their team (<strong>Jahawar, Chris, Oliver, Christian</strong>).The frontend, based on a modded version of Papervision3D, the interface Flex, and is being developed by <strong>Guido van Loon and me</strong>.Also, gratitude to all other developing members of the <a href="http://blog.papervision3d.org/">Papervision3D</a> team, as for without this engine, this wouldn&#8217;t been happening (on the Flash Platform).The DEMOfall 2007 conference :<embed src="http://services.brightcove.com/services/viewer/federated_f8/980795693" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" swliveconnect="true" type="application/x-shockwave-flash" seamlesstabbing="false" height="412" width="486" name="flashObj" base="http://admin.brightcove.com" flashvars="videoId=1205096365&amp;playerId=980795693&amp;viewerSecureGatewayURL=https://services.brightcove.com/services/amfgateway&amp;servicesURL=http://services.brightcove.com/services&amp;cdnURL=http://admin.brightcove.com&amp;domain=embed&amp;autoStart=false&amp;" bgcolor="#FFFFFF"></embed>Video with the car, and another interface demo.<object height="350" width="425"><param value="http://www.youtube.com/v/mHDWI84WZ3w" name="movie"></param><param value="transparent" name="wmode"></param><embed src="http://www.youtube.com/v/mHDWI84WZ3w" height="350" width="425" wmode="transparent" type="application/x-shockwave-flash"></embed></object></p>
<p>Interview with Anthony Fassero :<object height="350" width="425"><param value="http://www.youtube.com/v/hU0RYG2KUns" name="movie"></param><param value="transparent" name="wmode"></param><embed src="http://www.youtube.com/v/hU0RYG2KUns" height="350" width="425" wmode="transparent" type="application/x-shockwave-flash"></embed></object></p>
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		<slash:comments>2</slash:comments>
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		<title>Goodbye job, hello own company ! UnitZeroOne.</title>
		<link>http://unitzeroone.com/blog/2007/07/02/goodbye-job-hello-own-company-unitzeroone/</link>
		<comments>http://unitzeroone.com/blog/2007/07/02/goodbye-job-hello-own-company-unitzeroone/#comments</comments>
		<pubDate>Mon, 02 Jul 2007 18:37:37 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
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		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=94</guid>
		<description><![CDATA[For the last years I have been working at Satama / Satama Flash Fabriek. Now it&#8217;s time to move on. As of the 1st of July I am no longer one of the Flash Fabriek employee&#8217;s.Things have been very busy &#8230; <a href="http://unitzeroone.com/blog/2007/07/02/goodbye-job-hello-own-company-unitzeroone/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>For the last years I have been working at Satama / Satama Flash Fabriek. Now it&#8217;s time to move on. As of the 1st of July I am no longer one of the Flash Fabriek employee&#8217;s.Things have been very busy again lately. Most notably I have been very busy, to busy to update the blog. Why ? I&#8217;ve decided to start doing business as UnitZeroOne. From now on I am going to be available as an independent consultant and developer, under the name of this blog.I&#8217;m looking forward to a new challenge and phase of evolution in my life!If you want to contact me with inquiries regarding work, or if you have my Satama contact details and would like my new :<img src="http://www.unitzeroone.com/blog/images/unitzeroone.jpg" height="200" width="430" alt="unitzeroone.jpg" />I&#8217;ll be working on getting a company site running here very soon. As for the rest of the future in this. I&#8217;m hoping to bring you news on more company related stuff soon. I&#8217;m looking at partnering with several other people and creating a company with them. Also, I will continue doing work on the Papervision3D engine.</p>
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		<title>House of Tomorrow : In english and Cannes Lions</title>
		<link>http://unitzeroone.com/blog/2006/06/20/house-of-tomorrow-in-english-and-cannes-lions/</link>
		<comments>http://unitzeroone.com/blog/2006/06/20/house-of-tomorrow-in-english-and-cannes-lions/#comments</comments>
		<pubDate>Wed, 21 Jun 2006 02:59:14 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Cool Sites]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=42</guid>
		<description><![CDATA[I almost forgot : the house of tomorrow made the cannes cyber lions shortlist! No matter if it wins or not, this is already something we are all very proud of. For those of you who are non dutch, and &#8230; <a href="http://unitzeroone.com/blog/2006/06/20/house-of-tomorrow-in-english-and-cannes-lions/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I almost forgot : the house of tomorrow <a href="http://www.canneslions.com/winners_site/cyber/short_0_1.htm#A04">made the cannes cyber lions shortlist</a>! No matter if it wins or not, this is already something we are all very proud of. For those of you who are non dutch, and would like to know what it&#8217;s about, there&#8217;s an english demo available at : <a href="http://www.hethuisvanmorgen.nl/english/">http://www.hethuisvanmorgen.nl/english/</a>. If you navigate to the family&#8217;s living room, you&#8217;ll even get subtitles.If you&#8217;re at Adobe Live 2006 Netherlands tomorrow : be sure to check the <a href="http://www.adobe.com/nl/events/adobelive/sessions.html">showcase Elvin and Dagan</a> will be doing on this. See you tomorrow!Update : I just noticed that the shortlist the house of tomorrow is in the same list as <a href="http://www.comcastic.com/">Comcastic</a>. Wow. This is amazing. Only to be with the last 10 in that category with something co-created by some of my all time flash heroes, like Branden Hall and Eric Natzke&#8230;</p>
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		<slash:comments>0</slash:comments>
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		<title>UnitZeroOne, a new Flash Company, and for hire!</title>
		<link>http://unitzeroone.com/blog/2006/05/29/unitzeroone-a-new-flash-company-and-for-hire/</link>
		<comments>http://unitzeroone.com/blog/2006/05/29/unitzeroone-a-new-flash-company-and-for-hire/#comments</comments>
		<pubDate>Tue, 30 May 2006 00:36:08 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=39</guid>
		<description><![CDATA[My usual excuse for no blog entries has been being busy. But this time it&#8217;s really really really been really really busy, up till now, where I can have some days of relaxer ambiance. Although still working, it&#8217;s within reasonable &#8230; <a href="http://unitzeroone.com/blog/2006/05/29/unitzeroone-a-new-flash-company-and-for-hire/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>My usual excuse for no blog entries has been being busy. But this time it&#8217;s really really really been really really busy, up till now, where I can have some days of relaxer ambiance. Although still working, it&#8217;s within reasonable hours, and thus I have some time to actually do an update.The most exiting happening has been &#8220;Satama Flash Fabriek&#8221; (Translates into &#8220;Satama Flash Factory&#8221;). After working as Flash Programmer and Flash Teamleader for Satama for 1 1/2 years, we&#8217;ve finally got our own shop up and running. We&#8217;ve moved offices together with Satama (see pictures below). Although 100% daughter of Satama, lots has changed for us, and we (11 people: 2 Designers/Animators, 1 UX, 1 management, and 7 Flash Platform Developers) have got our own office in Amsterdam (same building as Satama) and structure. The best thing about this has been being able to take in our own work, which is exactly what I&#8217;ve been looking for some while now. This would also be the moment to try and sell our services to you with an endless marketing talk ,but this being my personal blog I&#8217;ll just tell you we&#8217;re for hire, and you can contact me on r.hauwert[at]gmail[dot]com. We do Flash Design/Animation, high level ActionScripting (2/3) / Flash and Flex (1.5/2) Development.On the personal/UnitZeroOne side of stuff, I&#8217;ve still got some unfinished work I&#8217;d like to post, which follows the previous examples, some of which might be interresting to see here somewhere soon. It&#8217;s going to be this or next week before that update arrives.So, some pictures from the new HQ, taken with a phone camera, so quality isn&#8217;t that good :The Satama reception (hmmm&#8230;do you notice the hidden flag ? ).<a href="http://www.unitzeroone.com/blog/flashfactory/reception.html" onclick="window.open('http://www.unitzeroone.com/blog/flashfactory/reception.html','popup','width=1280,height=960,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.unitzeroone.com/blog/flashfactory/reception-thumb.jpg" height="165" width="220" /></a>One of the meeting rooms :<a href="http://www.unitzeroone.com/blog/flashfactory/meetingroom.html" onclick="window.open('http://www.unitzeroone.com/blog/flashfactory/meetingroom.html','popup','width=1280,height=960,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.unitzeroone.com/blog/flashfactory/meetingroom-thumb.jpg" height="165" width="220" /></a>An empty and very messy Flash Factory office :<a href="http://www.unitzeroone.com/blog/flashfactory/flashfactoryoffice.html" onclick="window.open('http://www.unitzeroone.com/blog/flashfactory/flashfactoryoffice.html','popup','width=1280,height=960,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0'); return false"><img src="http://www.unitzeroone.com/blog/flashfactory/flashfactoryoffice-thumb.jpg" height="165" width="220" /></a></p>
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		<slash:comments>3</slash:comments>
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		<title>Live : Huge Flash 8 / Flash alpha video site : Yeah!</title>
		<link>http://unitzeroone.com/blog/2006/03/16/live-huge-flash-8-flash-alpha-video-site-yeah/</link>
		<comments>http://unitzeroone.com/blog/2006/03/16/live-huge-flash-8-flash-alpha-video-site-yeah/#comments</comments>
		<pubDate>Thu, 16 Mar 2006 18:19:53 +0000</pubDate>
		<dc:creator>UnitZeroOne</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Work]]></category>

		<guid isPermaLink="false">http://www.unitzeroone.com/wordpress/?p=34</guid>
		<description><![CDATA[Yesterday evening, I had the honors to upload the final http://www.hethuisvanmorgen.nl (translates into : &#8220;the house of tommorow&#8221;).So, what is this ?We (Satama Amsterdam) were asked to do Flash development for this project by Draft Worldwide, working with them to &#8230; <a href="http://unitzeroone.com/blog/2006/03/16/live-huge-flash-8-flash-alpha-video-site-yeah/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Yesterday evening, I had the honors to upload the final <a href="http://www.hethuisvanmorgen.nl">http://www.hethuisvanmorgen.nl</a> (translates into : &#8220;the house of tommorow&#8221;).So, what is this ?We (<a href="http://www.satama.nl">Satama Amsterdam</a>) were asked to do Flash development for this project by <a href="http://www.draftworldwide.nl/">Draft Worldwide</a>, working with them to develop this site for Dutch Telco <a href="http://www.kpn.nl">KPN</a>.As I can remember from our first meeting (which is some time ago now) their objective was : a highend flash interactive video soap on the web, to promote the multiplay products of client KPN. State of the art, with high quality (video, etc) all written over it. The shooting of the video&#8217;s on itself was a huge production. I think video quality reflects the effort which has been put into this. There&#8217;s about 20 minutes of (alpha channeled/keyed) video material intergrated within the site. Then let&#8217;s not forget the amount of audio, rendering, set dressing, design and coding this thing has included, it is huge. Admittedly, the high quality affects bandwidth/performance, graphical quality was one of the first things in the priority list of our client. Flash 8 alpha channel video is indeed very heavy, as Tinic Uro noted in one of his notes on Flash 8.I was involved as a teamleader (flash development team) and Flash coder for Satama. This thing has been alot of work, but great fun, and we are all very proud of it by now.Hopefully, the making of will come online one day.Although al companies involved are to be found in the credits, I would like to thank alot of people in person for cooperation on this, and this seems to be the place to do it. Thank you Vincent, Dagan, Hanneke, Eddy, Sander, Peter,  Elvin, Dirk, Mikko, Hans, Ini, Guido, Jos, Stef, Allard, Hugo, Hemmo and anyone I might have forgotten.Credits :Concept &amp; Design : <a href="http://www.draftworldwide.nl">Lowe &amp; Draft</a>Flash Development : <a href="http://www.satama.nl">Satama Flash Factory</a>Film Production : <a href="http://www.monkeyrepublic.nl/index_flash6.html">Monkey Republic</a>Music &amp; Sounds : <a href="http://www.freshbeat.net/">Freshbeat</a>3d Moddeling (doors &amp; rooms / house renderings) : <a href="http://www.indg.nl/">INDG</a>Graphics &amp; Moddeling : <a href="http://www.louter.info">Louter</a>I&#8217;ll post some more on the tech of this thing later; expect some more updates here again!</p>
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