
You need latest flash player to view these. (installation)
It’s always different kind of experience. I hope yours is beautiful.
10k particles + “rather” complex math :)
—- UPDATE 23.09.2009 —-

Same with just little adjustments and more aggressive song. It gets mad when the drums kick in.
Our particle is mr. Harry and he’s set in linked list with other Harries.
Harry is a class that has a public method called exe(t:int);
exe -method take the time value and return next Harry.
The loop on enterFrame event is:
time = getTimer();
current = first;
while(current) current = current.exe(time);
current = first;
while(current) current = current.exe(time);
Elegant as can be.

August 21st, 200910:28 am
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Looking good! I wonder if you loop through all the pixels in the bitmapdata or only the one you change?
I added some explanations for you Rackdoll. Harry draw’s the position by him self.
and I guess Harry is also listening to some music or at least the volume ^^
on of the most interesting sound spectrums I’ve seen in a while :)
keep up
Omg genius! Very nice solution..
I must say you are getting some super hyper speed out of your setPixel()
You got any tips on optimizing speed performance on those kinda of calculations / actions ?
Here are some basics:
- use bitmapData lock() and unlock() around your drawing loop.
- use linked list. (every particle has reference to next particle)
- use the while loop shown above.
- rest is all about optimizing the math and that’s where the magic happens.
Some basics of that:
- precalculate everything you can.
- less Math-class is more performance.
- x*y is faster then x/y.
- use bitwise operations when possible.
- use shared variables, don’t calculate anything twice or more.
- always try to calculate less as possible and you are going to right direction.
Enough of bullshit. Now do ten thousand experiments.
thnx alot matey, will try to put your tips into practice ( those i am not using alrdy ). Lovin your work btw… keep it up! :)
did some research on your tips…. omfg awesome!