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www.bit-101.com/ffnyc05/
session notes from my Flash Forward presentation in NY last week.
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the class is at www.bit-101.com/Particle
or is it Particles?
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Math.PI is a constant. it is always 3.14....
180 is a constant. it is always 180.
when Flash compiles your movie, it sees Math.PI/180 and calculates it and inserts that number into the swf. the...
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there are many factors. if you are actually using trig functions on degrees, and only whole number degrees, you can make a table like so:
table = new Array();
for (i=0; i<10000; i++) {...
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just for additional info, it has pretty much been demonstrated that lookup tables are far less efficient than just using the math function in Flash. The math functions in Flash are pretty fast and...
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the magazine is cool. some great articles in there. i learned a lot.
i don't mind paying a few bucks to learn stuff.
if you want to pay money for criticism, send me some cash and i'll gladly...
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sometimes i even stop in here personally.
it's kind of funny to me that people would be studying my files to learn about vector fields, since i don't know the first thing about them. i just saw...
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www.flashextensibility.com/files/other/IDEAsteroids.zip
Flash MX 2004 only.
Play Asteroids right in a fla in the IDE!
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it could be converted relatively easily. nothing there that couldn't be done in AS1. Go for it, just give me a little credit if you do it.
i started working on a 3d particle class.
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if you are using mx 2004, you might find this useful:
www.bit-101.com/Chain
also, while I'm at it,
www.bit-101.com/Particles
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no offense, but if you don't know the answers to all those the day before the presentation, you are screwed. and you'd be better off hitting the books hard than posting the questions on a flash...
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check your math...
9.99746975
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ok, finally worked it out. that first code is awesome. after about 3 pages of sketches, i realized what it is doing, and it is quite sweet. i will be using that. far simpler than what i have used.
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just gave that first code yet another look. seems to work out, oddly enough. i gotta work it over a bit to be sure. seems like it's omitting several factors... :confused:
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actually, the more i look at it, i think it is too simple. when you subtract vector2 from vector1, and then use the result as the speed of both balls after collision, it results in both balls having...
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that's nice code. simpler than i have been using for the same purpose. to elaborate on the sticky problem, upon collision, the balls are overlapping. you then adjust their velocities so they will...
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new component i just made today.
drag the blob component onto the stage, set parameters and run.
www.bit-101.com/components/Blob_01.fla
plan to add live preview and custom interface soon.
any...
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if you keep using getProperty and setProperty, women will not want to have sex with you.
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my point was that they ARE two different things, even though they appear the same at the outset.
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the bullet one is interesting. it demonstrates the general theory of relativity. from the shooter's viewpoint. the bullet would be travelling away from him, at the speed of a bullet. from a...
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