Uninfluenced by the laws of physics, “perfect as a snowflake, organic as a dandelion seed”, this vessel carries him between galaxies, stars, and planets.
About three decades ago, pixels where as big as toasters – and mostly green.
Today we have millions of them to deal with, and the terms anti-/aliasing have become part of our daily live. Every time an image is scaled, it gets interpolated to eliminate those bad “stairs”.
But what if the source image is aliased in the first place?
Checkout the demo of SmartAA!
Strange attractors are fractals that emerge at certain, sensitive parameters within the three-or more dimensional phase space.
They are are researched since the early 70s and strongly related to the chaos theory as they allow to watch the transition from chaos to order/geometry.
Gigapixel images – it´s all about resolution and detail – one gigapixel equals a billion pixels so we are talking about tons of data.
To be able to view such a picture, it hast to be sliced into tiny little bites – otherwise it would kill any present personal computer.
That technique is called pyramidial imaging, multiscale or deep scale and works quite fluid with Flash.
The uncompressed sourcefile was over 10GB big and took nearly a day to interpolate and cut it into 9 zoomlevels existing of 80.000 tiles.
The viewer uses the fantastic OpenZoom-API.
There are a bunch of motion detection and argumented reality experiments with flash out there – most involve a webcam and are able to track a moving area quite accurate.
I was curious if flash would be able to handle the task of tracking multiple objects/(blobs.
This little 3D experiment is called Metabubbles as it´s behavior and look are quite similar to those of real metaballs.
In fact it is just PV3D ViewportLayers with the blend-mode “add” that produce those gooey effects when balls with a similar z-depth pass each other – “old school”.
The cpu-load is quite high but the result is as psychedelic and relaxing as watching a lava-lamp…
Ever wanted to keep an eye on your server without having to use the ssh terminal?
With Smart Stats you can – in realtime. It shows a live display of the most critical stats to monitor: cpu-load, memory consumption, top-processes, storage, network-traffic and active apache connections.
It exists of a very simple php-socketserver that executes tools like mpstat, top, iostat or netstat and wraps the output to something readable.
With CS4 Adobe introduced Pixel Bender to Flash, After FX and Photoshop. Pixel Bender allows to easily write and test filters witch are finally compiled to bytecode (Flash) or machine code (AFX).
Update: Sadly, PixelBender support has been removed from Photoshop and After Effects with release CS6.
Update II: SmartNormal has been superseded by SmartNormal 2.0
Once more a classic game gets revived with Papervision – Asteroids 3D.
Asteroids was one of the the first arcade shooters, developed 1979.
This version features dynamically generated asteroids (noise-displacement), “real” momentum and of course the famous hyperwarp.
As a decent 3D collision-detection drew to much performance, the game now uses dummy-objects and the simple and quick AABB-solution.
Try Asteroids 3D and blast some Asteroids!
Hint: Don´t forget your momentum when hyperwarping!
Again these two experiments were made do test the limits of Papervision and to explore the possibilities of flash 3D-games.
The first demo – “Imperial“ already looks a lot like LucasArts “Dark Forces” from 1995.
It loads MD2 models that include a small vertex-animation witch gets randomized.
Sokoban 3D – an adaptation of the classig strategy game from 1982.
It parses 100 levels (including the 50 original ones ) and allows the player to freely choose them.
The undo-function witch you might remember from the classic version is missing by design – to keep it a little chalanging.
Real voxel-based engines haven´t been spottted often since the 90´s when they powered some pioneer-3D games.
Voxelworld isn´t exactly Novalogic´s “Comanche” but it draws a similar amount of pixels/voxels.
Sadly the SetPixels()-method isn´t fast enough to draw a bigger viewport.
This is a real bottleneck as flash would be able to calculate a quite high detailed voxel-landscape in realtime.