

Right now, you can set them to either attract or repel particles, and nothing else. I would've liked more options with the 'force' points, though. You can play with it for hours on end and never really tire of it, thanks to the limitless nature of the simple-yet-effective physics of it. This is an amasing little gadget to play with. + Removed system reset on every setting change

+ Changed the full-screen button to open in _self Ĭo.uk/mike.cann/ParticleP layground02) all new uploads now go there. Ĭo.uk/mike.cann/ParticleP layground) and the loading times were getting abit silly, so I have now made a second gallery (. + Ive had over 500 uploads to the first gallery (. + Made the upload panel use all the width of the screen + Fixed a security issue with full-screen mode, works now
#Particle playground after how to#
+ Added a third gallery as the current one now has over 700 entries! Im going to have to think how to automate this :P + Added a "featured image" tab to highlight some of the great images being created by people For now some of the images I have made with this so far: /?p=384 I hope to come back to this project regularly to add new features so stay tuned. The hope is to get some realy beautiful images in here, perhaps if some are good enough ill get them printed and framed ) The tool features a gallery tab which you can use to take screenshots then upload them to my picassa account (proxyed via php).
#Particle playground after code#
I will be releasing the source code in the coming weeks along with a blog post which should explain in detail how the technical aspects of updating and rendering tens of thousands of particles per frame works. I was so amazed at some of the beautiful patterns and effects that the particles were making I thought it may be nice rather than just releasing a tech demo, to add abit more to it and release it for others to enjoy. Well after a few struggling evenings I managed to get a little prototype going. It started off as and idea to use the new pixel bender shaders of flash 10 as a more efficient method of updating particle simulations.

Well this is the release of my latest little saunter into the world of particles and shaders in flash 10.
