Molehill on mobile devices

Last week at FITC, Lee Brimelow demoed Molehill running in AIR on a mobile platform (Android) for the first time. It seems like you guys liked it! :) As we stated earlier, Molehill has been designed from the ground up with mobile in mind, on mobile platforms Molehill (Stage3D) is using OpenGL ES2.

You guys will be able to leverage the Molehill APIs on mobile platforms for 2D and 3D rendering, for you guys who did not attend FITC, here is a little video demoing Molehill on Android through AIR. The same code is reused for the desktop version and then pushed to mobile :

Molehill - Tablet demo from Thibault Imbert on Vimeo.

This demo illustrates a common thing in 3D like cube map textures for reflections and is one of the demo from our test suite, so we have many little demos like this. I will be posting more complex examples soon! :)

Comments (20)

  1. Hy!
    When can we start to have the Molehill available?
    Will be posible to use it in Flash CS5? or we are force to go to CS5.5?


    Thursday, May 5, 2011 at 6:07 pm #
  2. Really nice demo! We’re working on some 3D projects, having mobile devices in mind, so knowing that Molehill runs smoothly on these devices, makes us more confortable that ever with flash platform :D

    Thursday, May 5, 2011 at 6:12 pm #
  3. You have been able to program Molehill games using Flash CS5 for some time now. All you need is to add a few files to your program files folder so you can target “Flash 11″. You can get those files here:

    Once you have downloaded and unzipped this file, you need to copy some files into your CS5 installation.

    FlashPlayer11.xml goes into: Adobe Flash CS5\Common\Configuration\Players

    playerglobal.swc goes into: Adobe Flash CS5\Common\Configuration\ActionScript 3.0\FP11

    Restart Flash Professional after that and then select ’Flash Player 11’ in the publish settings. It will publish to a SWF13 file.


    Thursday, May 5, 2011 at 6:39 pm #
  4. me wrote:

    Hate tobother you with this, but do you consider netbooks to be mobile devices? As you can see here two thirds of intel mobile adapters use pixel shader 2.0 and below, and right now molehill runs in software mode there.

    Thursday, May 5, 2011 at 6:52 pm #
  5. Any idea when an “incubator” build of the airglobal.swc (containing the Molehill API) will be available?

    Thursday, May 5, 2011 at 8:51 pm #
  6. snick wrote:

    well just to shot THE question … how is the situation (read roadmap) for molehill on ios ?

    Thursday, May 5, 2011 at 9:21 pm #
  7. Martin Pagh Ludvigse wrote:

    @Snick – can’t wait for the answer to that question, so please keep us posted

    Friday, May 6, 2011 at 1:32 am #
  8. So very very cool. Can’t wait to get my hands on this :D

    Friday, May 6, 2011 at 4:42 am #
  9. nekoi[ing] wrote:

    that’s very nice!

    Friday, May 6, 2011 at 6:19 am #
  10. abiyasa wrote:

    Wow! Nice, can’t wait to test real Flash 3D on my Android

    Friday, May 6, 2011 at 10:12 am #
  11. I’d love to know if Stage3D is expected to work when deploying for iPhone too?

    Friday, May 6, 2011 at 11:21 am #
  12. esDot wrote:


    … seriously though… when?

    Friday, May 6, 2011 at 1:48 pm #
  13. Villmer wrote:

    So, there are a lot of serious developers who are somewhat overwhelmed by the low-level aspects of Molehill. Even Pixel Bender is a leap. It would be nice to see Adobe develop their own high-level 3D API that would provide rudimentary 3D object generation (spheres, cones, cylinders, planes) with bitmap and video textures. With the video also being GPU rendered (such as StageVideo). As the power of molehill could potentially revolutionize the Flash platform, I’m a bit saddened that Adobe would depend on other, 3rd party developers to write the high-level API for molehill (like Away3D). Adobe should really consider developing some rudimentary high-level APIs to allow entry-level 3D developers access the power of molehill without having to lose dozens of hours of sleep reading about Vertex Shaders, Fragment Shaders, AGALMiniAssemblers and so forth. I think the power of Flash (and Flex) thus far, has been allowing developers to spend more time on their ideas (through high-level APIs) instead of having to spend a great deal of time scraping through the low-level architectures.

    Friday, May 6, 2011 at 1:52 pm #
  14. Jay wrote:

    Hey Thibault, your finger is becoming famous! ;)

    Have a nice time in Europe

    Friday, May 6, 2011 at 2:51 pm #
  15. Villmer wrote:

    I’m very hopeful Stage3D (molehill) will be able to apply fully GPU accelerated video as textures. – Not to mention, perhaps, a sample of this included in a ‘samples’ folder on How To’s.

    Friday, May 6, 2011 at 7:09 pm #
  16. @Villmer

    “Serious developers” will not have a problem with low-level Molehill API, and I imagine most of them will actually enjoy building upon a low-level API, I know I do.

    Personally I do not want another native high-level 3D API in the Flash player, it will just add unnecessary bloat to the player. A standalone/external high-level 3D API from Adobe is fine, but there are already a lot of frameworks to choose from.


    Saturday, May 7, 2011 at 4:26 am #
  17. Villmer wrote:

    @ Retro

    The molehill description reads “These new low-level APIs are targeted to experienced 3D and 3D engine developers”

    So, to clarify my point, this ‘experienced 3D engine developers’ statement does not refer to current Flash developers who work with the existing Flash 3D APIs or the 3rd party APIs, such as Papervision or Away3D.

    In my opinion, it would be a good idea for Adobe to provide both low-level APIs and a rudimentary high-level API. This way, developers who are new to the molehill path could begin by developing simple experiments. Then, as they want to gain more control over the of the technology, they can begin to move to the deeper, low-level APIs. I think it is naive to think the low-level aspect of these APIs won’t hinder rapid adoption. For example, Flash should have high-level APIs letting developers create simple 3D, textured objects such as Spheres, Cones, Cubes etc. This seems just like an obvious thing to do. You shouldn’t have to get a 3rd party set of APIs to create textured 3D (GPU accelerated) primitives.

    Sunday, May 8, 2011 at 10:44 am #
  18. may wrote:

    I even don’t know what is the molehill

    Tuesday, May 10, 2011 at 5:21 am #
  19. Ezell Burke wrote:

    This is great as a developer with a (C++, Java) Opengl, DirectX(before XNA) background, this is like coming home!

    Thursday, May 19, 2011 at 7:39 pm #
  20. nissi wrote:

    Hi There,
    I am a vc++ developer and i am looking forward to start developing with 3D.

    I really dont know where to start? Since “Molehill” is low-level API i guess i can easily understand the concepts. But before getting my hands on it can somebody explain me from where should i start now so that i could work with “MH” when its released.

    Also i want to know the scope of 3D developers, is it worth migrating from VC++ to Molehill?

    Thursday, May 26, 2011 at 11:59 am #

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