Posts Tagged ‘PNG’
More particle awesomeness
Published by Ronny on June 8th, 2010 in Experiments, Flash. 1 commentA few weeks ago, I toyed around with particles. I used perlin noise maps to send the particles in the right directions. However the particles were randomly positioned and just a boring flat color… Kris Temmerman addressed that in his latest experiment. As he’s a decent man, he’s always sharing his code, so I just took his render engine, threw in some AIR magic and got myself a PNG sequence generator (for those who don’t speak Ronny: I made an AIR app that generates these image particles explosions and in the meantime saves every step as a PNG file. That way you can create a video based on these frames
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As it turns out I happen to have no life at all, so I went for insanity when I decided trying to get enough images for a 60 seconds sequence (Generating those images took a whole afternoon… I ended up having ±15GB of HQ PNG files).
Anyway, long story short: I’ve got this video I wanted to show you.
You know: Afterwards I realized this could probably be done using After Effects right away… (I wouldn’t know to be honest). But in the end, it’s proven again: Sometimes not knowing how crazy something is, is actually a good thing.
PS: I would share the AIR app, but right now it’s buggy as hell and somehow memory seems to be an issue. Will need to address those first. I promise I will release it sometime soon
World360 update, now with PNG bug!
Published by Ronny on February 14th, 2009 in Actionscript, Experiments. 10 commentsYesterday I decided to get back to my so called ‘World360′ experiment. I wanted to speed up the pre-rendering engine. I managed to do that, with some amazing results: Up to 3 times faster overall. Peaks of 800% speed gain!
You can view the previous version here.
The latest version can be viewed here.
I’m very happy with that, but there’s one little problem. I started to notice a very ugly black border around redrawn PNG transparency (which happens when the animation is pre-renderd).

Result without redrawing bitmap (aka: real time rendering)

Result when redrawing the bitmap (aka pre-rendering)

