Debris pattern. December 4, 2008 at 3:37 pm
Inspired by the demo I mentioned in my last blogpost, I started developing my own little kinda debris flow. Well, after scripting 3d stuff directly with Flash10 the first time, I´ve to say, that Flash´s built-in functions and methods are much more comfortable than expected.

Launch (Flash10-Player needed!)
My pattern is fragmented into 42 individual 3d cubes (the amount of cubes is adjustable on demand), each one rotates distinctly, moves along the Z-axis, but all these processes perform by having ~40 fps constantly (pretty fast I think). The whole snippet would remain on that limit if I wouldn´t plug several filters and blendMode´s on it. Lastly, I couldn´t deny to add my smudge shader-filter (activate it with a mouse-click on stage), and this factor bursts every performance… but still looks interesting.
Additionally I´ve prepared another release of this pattern wich isn´t using an abstract texture, but is image-based. So this version dissects an image-source and uses the parts as textures for the cubes.

Launch (Flash10-Player needed!)
After all, the one thing that´s a bit sadly is the clipping when z-sorting the pattern - it appeals very clumsy. I mean, you can see that each single cube is actually flat… “But Hey”, you can´t have everything.


It may not have z sorting but they are still very nice examples, especially the 2nd one.
Nice patterns….
[…] This one was very interesting. It’s actually in the comments from the first link. […]