Verlet + Newton + FP10 = Cloth Simulation

A project I’m currently involved in inspired me to completely rewrite my old Curtain class into something more stable and versatile. Using a character physics method based on Verlet integration, and adding some properties for friction and gravity, it resulted in a 2D cloth simulation (at least after some updates I just did since I needed…

Flash watercolour simulation (using PixelBender)

Something I’ve been thinking about doing for a long time is imitating real artistic media, in particular watercolours. Not because I’m an avid watercolour painter (last time I’ve touched them was in kindergarten), but because I think it’s an interesting dynamic. Since it is mainly fluid dynamics, the idea resurfaced after my previous fluid sims.…

I’m like, well hip.

After a long time of scepticism and critique, my colleagues have finally persuaded me to join Twitter. This phase of scepticism is pretty normal for me when it concerns the embarassingly public social side of the web [2.0 if you will]. As such, I still don’t have a Facebook account, that at least is still…

Stubborn and unexpected embedded font weight behaviour

Potentially confusing post warning! At my job, I often have to work with font embedding. Often, that just happens in Flash IDE as part of assets exported to a swc. Not only because it’s convenient sometimes, but also because I’ve found embedding through Actionscript behaves… well… strange occasionally, especially when using thin or extra light…

HDR Lighting in FP10 (+ Away3D)

If you’ve played any video games the past few years, you’ve definately seen the HDR (High Dynamic Range) effect. Creating a more brilliant colour spectrum, it’s both popular in photography and 3D rendering. In games it typically enhances the brighter areas and makes light spill over into darker areas (the so called light blooming effect).…