Saturday, May 29, 2010
Friday, May 28, 2010
Perlin Noise
Okay, so messing about with BitmapData inevitably led to learning about Perlin Noise. Named for Ken Perlin, a VFX fellow, it is used to procedurally generate textures in an organic way. I'm still trying to wrap my head around how exactly to use it, but the above is my first baby step into transforming a Perlin field...next step is to apply that field to something else!
Thursday, May 27, 2010
Sparklies!
No large version.
Okay, so thanks to this, I feel I've gained a little knowledge in the world of the BitmapData class in Flash. And good god...if you want some absolutely stunning effects, learn more about it! What we've got here is essentially a Bitmap (literally a...map of bits...) that is showing off its pixel data (naughty!). Since this data is now available to us, we can manipulate it however we'd like. In this case, we're putting a little glow and blur filters on it. HOWEVER...the Bitmap that we've drawn on the stage is a solid rectangle. So why does that glow appear inside this rectangle?
Enter the "draw" method of the BitmapData. See those little flickery particles? Those act as "holes" in the BitmapData. Every frame, Flash is redrawing that initial rectangle and taking a peek at what it looks like. If we have one of our particles over the rectangle, that rectangle isn't visible where the particle exists. So, as far as Flash is concerned there's nothing there. So we get a hole...a hole that can have a blur and glow filter applied to it! Nifty!
Tuesday, May 25, 2010
It's almost like a fortune cookie...
Large version - highly recommended.
Whee! Twitter API AWAY! I've spent a little while now trying to get an understanding of the Twitter API and integrating it with Flash. Turns out there are some nice resources out there on how to get it running, but the thing that gave me the most difficulty was learning how to deal with the incoming data (which is in the form of an Atom feed with the Search API).
So...enjoy!
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