Graphics 2.0 Public Beta

Posted by & filed under Corona SDK, Daily Build, News & Announcements.

Walter Luh, Corona Labs, headshot small

Today, I’m very happy to announce we are making a beta of Graphics 2.0 available to Corona SDK Pro and Enterprise subscribers!

Our goal with Graphics 2.0 was to enable you to produce cinematic-quality graphics in your mobile apps. We wanted to build a system that let you combine the elements of great visual effects — vector geometry, image processing, motion graphics.


Graphics 2.0: Render to texture with snapshot objects

Posted by & filed under Corona SDK.

Pixelated fish

With Graphics 2.0, one of the things we’re aiming for is to unify graphics features in a seamless manner. We’re doing that in many different ways, and this week, I want to mention one small, but powerful feature we call “snapshots.”

Snapshots allow you to apply filter effects on a group of objects, just like you would an individual object.


Graphics: iOS 7 Translucent Glass Effect

Posted by & filed under Android, Corona SDK, iPhone.

iOS 7 image

One of the coolest things about Corona’s next-generation engine (currently in private alpha) is the ability to take individual features and put them together in powerful ways. And since Apple just released iOS 7 this week, I’m going to show you how to reproduce the cool translucent glass effect in Corona SDK!


Augmented Reality Experiment

Posted by & filed under Corona SDK.

augmented reality in corona sdk using camera feed

Today, I wanted to show you an experiment that really shows you how our new engine will be unifying graphics in an unprecedented way. At Adobe, I always felt the walls between Illustrator, Photoshop, and After Effects didn’t need to exist.

Well, now I can show you a glimpse of the amazing effects that will be possible in Graphics 2.0.


3-D effects with Normal Mapping

Posted by & filed under Corona SDK, Game Development, Videos.

normal mapping in corona sdk

Just a quick preview of what’s coming in the next preview of graphics 2.0 that we’ll be seeding out soon.

It’s a feature known as normal mapping and it’s a workhorse technique for simulating lighting effects in traditional 3-D graphics. We’re repurposing it so this is trivial to do in Corona.