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October 1, 2012at8:02 pm apexvj, design, English, flash, stage3d, 5 Comments
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Today I released the second version of APEXvj in browser. It took me several months to get this far. That’s simply because I only used irregular hours and minutes that was left from my everyday life. During these months I remade the whole thing several times. In this post I’ll show layouts and ideas I went through and why I ended up to decisions seen online today.

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What do you think of this? (5)

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March 20, 2012at1:09 pm air, apexvj, design, English, flash, stage3d, 18 Comments
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A couple weeks ago I released mobile version of my project APEXvj to stores. It’s made with Adobe AIR 3.2 and it works in iOS and Android. Since then I’ve been collecting feedback, reacting to those and continued to work on get it solid as possible.

The first release was in many ways total disaster and in other hand a priceless learning experience. This post will cover that and explain the design of gadget. I would also want to make one point (oh no…). This post covers many topics so if you find one boring just skip to next. It’ll also be pretty safe from hardcore coding stuff instead there’s a lot of pretty pictures :)

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What do you think of this? (18)

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In this post I’m going to explain some of my findings when playing around with Adobe’s Stage3D and particles. I have pushed the current version of particle engine called evoSpicyParticleEngine into GitHub, will show some examples how to play with it and explain tricks used in it.

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What do you think of this? (33)

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HeartOfGlass
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That’s 200 000 particle version. That might run on your browser.

So like I’ve written on this blog my particle engine can move large amount of particles from A to B and I can do custom tweening algorithms for that transition. Great… what then. I realized that using perlin noise for setting the B positions of the particles could turn this thing look quite interesting.

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PrimeSpermOfSibelius
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Prime Sperm of Sibelius. Music http://soundcloud.com/djlo/sibelius-finlandia-op-26-version-for-male-choir-and-orchestra

and of course.

AbandonedSpermOfSibelius
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Abandoned Sperm of Sibelius. Music http://soundcloud.com/yourhips/sibelius

These are a bit heavier then last ones. Too bad if you have slow computer and you hate classic music. :/

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PyroTechnicsExpoOut
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Here’s how I can ‘individually’ move massive amount of particles.
1. Give them start and end point.
2. Tween between those points in vertex shader.
3. Send only time value to vertex shader in every frame.

No there’s no catch. The movement doesn’t have to be linear. AGAL can do this thing called mathematics and is quite awesomely fast in it. Familiar easing functions can be rewritten into AGAL. Upper flash is an example use case of Robbie‘s legendary ExpoOut function.

And here’s example of ExpoIn function.

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OceanBubbles
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I’m working on a new particle engine (evoSpicyParticleEngine). That I’ll open source when it’s ready enough. Here’s some taste of it. There are 200 000 individually moving z-sorted particles. :D

I found the browser player a bit slow. Or well.. I know it sounds ridiculous to whine “it can only run some hundred thousand particles… nyyh nyyh” when we only had few thousand couple months ago. BUT the local standalone player runs way way way faster! On my OSX it can run almost million in full hd resolution. Maybe browsers limit the power or what?

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What do you think of this? (18)

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October 14, 2011at10:43 pm AS3.0, English, Experimentals, flash, stage3d, 7 Comments
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FourSparklers
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I just checked and yeah… I had almost a year break from releasing experiments. The very core content of my blog. What ever. Here’s another particle experiment. There are 87 380 balls doing their thing. I think this will lead to open source Stage3D particle engine lib and hopefully I end up adding these monsters to Away3D someday soon too.

This isn’t a perfect system yet and not fully optimized. Anyway.

What this thing does is:
1. Set start and ending points for particle vertices. (2304 in every frame)
2. GPU will tween between those points.
3. Plus all sort of funky stuff with colors and there’s light at the top of every particle stream. GPU will calculate distances to those and add more value to colors. As you can see.

Anyway that was the plan. In this case it started to behave funny when I adjusted my AGAL codes and the rule explained doesn’t fully apply anymore. So what I released here is a mistake, but I think it feels and looks great!

Here’s a link to that cool song.

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What do you think of this? (7)