Playing With Particles Part 2
In part 1, we used a DisplayObject (a Shape) for our particles. Now let’s get into single pixel particles; and go from 300 particles to 10,000 or more.
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In part 1, we used a DisplayObject (a Shape) for our particles. Now let’s get into single pixel particles; and go from 300 particles to 10,000 or more.
Read more…
As of 21st Feb 2011, the most popular answer to my quick questionnaire question “What Kind Of Flash Stuff Are You Interested In?” is “Experimental/Fun” so, being the sycophant i am, i thought i would do a post on experimental/fun stuff – the first thing i thought of was particles. So here we go…
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Here are a few links to get you started if you are interested in any of the following semi-random topics. Enjoy:
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I’d like to know a bit about the visitors to my blog – what software do you use, what’s your level of Flash expertise etc.
I’d be awfully grateful if you could kindly complete this short questionnaire – the results will help guide me in what content to post in the future.
It only takes a few seconds, all answers are optional and no personal info will be asked for.
Thanks,
Lee.
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Or, to put it another way, how to get a groovy sixties effect.
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Firstly, as i realise that i haven’t actually mentioned it yet and it’s a rather important point, PixelBender filters are quick! Much quicker than ActionScript and they can also run asynchronously in a separate thread. So bear that in mind when you find out further down the page that you can’t even loop in PixelBender!
If you’ve read part one and part two, it’s time to look at what we can do in a PixelBender kernel (filter).
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