Apr 2, 2008
Hi there, some time since I last posted a technical post so here we are.
I was experimenting with some simple 3d formulas and this is the result…
1200 particles morphing in 3D space.
Added an interactive camera to start having fun.
Simply move your mouse up/down to move camera forward/backward and left/right for strafing.
Perss SPACE bar to cycle particle conformation between four different shapes.
For better experience move forward and backward while particles are morphing…
Following the morph from behind while moving very fast feel very gratifing for me
On my old CPU it performs @31fps and neither takes the cpu at 100%
No z-sorting here, just fun. I am not trying to build a real 3d engine… and no class for now, just some procedural code, but I am sure my cool readers will not have problems wrapping it inside a class definition if needed. Also this site’s loading time is quite slow lately, to enhance it I might move into small business hosting in the future.
Caurina Tweener needed.
Experience the demo
And here come the code! Simply past it in the first frame actions of a new fla.
Continue Reading »
Feb 15, 2008
I am back after some pause with this interesting effect. This class takes every pixel from two pictures, sort them by averaged luminosity e reconstruct the second picture animating pixels from the first one.
The effect is a very nice pixel morphing (particles morphing) and the final result resambles some color ramp recolor tecnique.
This is the second algorythm I wrote. The first one was build to do the calculation about moving pixels and then draw the full picture parsing the full array of pixels. The bigger problem in the first one was speed of execution.
The setPixel method of the BitmapData class is far too slow for this kind of effect and even slower was the parsing every frame of the full array containing all the pixel of the first image.
So I come with completely new algorythm that uses three bitmaps/bitmapdatas where the first only displays original image and set to trasparent only pixels that have moved away.
The scond one redraws every frame, but only displays moving pixels which are stored in a much shorter array and the last one shows only pixels which reached the final position.
With this second approach only pixels effectively changing are redrawn and a lot of speed can be gained.
This first post is only for showcase, during next days I will write a technical post about class structure, speed optimisations etc. off course with source code.
Don’t forget to leave a comment if you like it