ascodefabrik information 10 glöps
![big avatar](https://content.pouet.net/avatars/__.gif)
- general:
- level: user
- personal:
- first name: Armin
- last name: Schuele
- demo Flash Demonscene by KorpisotuRiT
- A nice swan song to the demo(n)scene...
- rulezadded on the 2009-08-12 19:07:30
- demo Flash Pe[a]rlin by AS Codefabrik [web]
- First of all, thanks for the votes.
@xernobyl:
Mhhh... I tested both versions once more, the zip and the online version, both seem to be ok. Maybe you got the wrong flashplayer? The current version is 10.0.22.87.
A few words about music:
The song is from Silence, it's called "Cellule" and you can download it as well as the complete album here:
http://www.jamendo.com/de/album/830
This album is published under the "art libre" licence. This means that you can publish the songs freely as long as you mention the artist. Maybe it's because you got a white screen at the end, but I do mention Silence at the end sequence.
I wish that more people get indicated to this album, since IMO it's just awesome. - isokadded on the 2009-04-01 04:04:24
- demo Flash Pe[a]rlin by AS Codefabrik [web]
- My new ActionScript 3.0 demo. Size: 22K (without music and skybox textures).
Flashplayer 10 required!
I recommend a 2.0 GHz Dual Core CPU at least. I got best results with the Firefox 3 browser.
No Papervision3D used. No Shaders used. This job has been done with the Flex 3.2 SDK only.
You can watch the demo online here:
http://www.ascodefabrik.de/flash/pearlin.php - isokadded on the 2009-04-01 00:33:18
- 1k Flash flaxor by Mr.doob [web]
- ithaqua: You're so right...Of course,
Code:is much shorter and much more performant... ;)if ( x_bit_0 != y_bit_0 ) out_bit_0 = 1;
Thx for the hint.
Anyway: the problem of Hydra/Pixel Bender is that you don't have even ANY binary operator, no AND, no OR etc. Only logical operators such as &&, || and ^^ are available. Due to this fact, I splittet the floats into bits and performed some shifting operation by / 2.0, / 4.0, / 8.0 etc. etc.
- isokadded on the 2008-07-18 20:26:14
- 1k Flash flaxor by Mr.doob [web]
- Don't get me wrong. "seen stuff like this" was based on the XOR-Bitmap, not on performance. The rendering speed is very nice... ;)
- isokadded on the 2008-07-18 19:03:54
- 1k Flash flaxor by Mr.doob [web]
- Ah, sorry...
wrote: logical
meant: binary - isokadded on the 2008-07-18 15:35:07
- 1k Flash flaxor by Mr.doob [web]
- ...and here's your shader:
Code:<languageVersion : 1.0;> kernel NewFilter < namespace : "ascodefabrik"; vendor : "AS Codefabrik"; version : 1; description : "simple XOR-Filter"; > { parameter int timer <minValue: 0; maxValue: 255; defaultValue: 0;>; input image4 src; output pixel4 dst; void evaluatePixel() { float coordX = outCoord().x + float( timer ); float coordY = outCoord().y + float( timer ); int x_bit_0 = 0; int x_bit_1 = 0; int x_bit_2 = 0; int x_bit_3 = 0; int x_bit_4 = 0; int x_bit_5 = 0; int x_bit_6 = 0; int x_bit_7 = 0; int y_bit_0 = 0; int y_bit_1 = 0; int y_bit_2 = 0; int y_bit_3 = 0; int y_bit_4 = 0; int y_bit_5 = 0; int y_bit_6 = 0; int y_bit_7 = 0; int out_bit_0 = 0; int out_bit_1 = 0; int out_bit_2 = 0; int out_bit_3 = 0; int out_bit_4 = 0; int out_bit_5 = 0; int out_bit_6 = 0; int out_bit_7 = 0; // x stuff float dummy = 0.0; dummy = coordX / 1.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_0 = 1; dummy = coordX / 2.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_1 = 1; dummy = coordX / 4.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_2 = 1; dummy = coordX / 8.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_3 = 1; dummy = coordX / 16.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_4 = 1; dummy = coordX / 32.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_5 = 1; dummy = coordX / 64.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_6 = 1; dummy = coordX / 128.0; if ( mod( dummy, 2.0 ) < 1.0 ) x_bit_7 = 1; // y stuff dummy = coordY / 1.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_0 = 1; dummy = coordY / 2.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_1 = 1; dummy = coordY / 4.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_2 = 1; dummy = coordY / 8.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_3 = 1; dummy = coordY / 16.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_4 = 1; dummy = coordY / 32.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_5 = 1; dummy = coordY / 64.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_6 = 1; dummy = coordY / 128.0; if ( mod( dummy, 2.0 ) < 1.0 ) y_bit_7 = 1; // output if ( ( x_bit_0 == 1 ) && ( y_bit_0 == 1 ) ) out_bit_0 = 0; if ( ( x_bit_0 == 0 ) && ( y_bit_0 == 0 ) ) out_bit_0 = 0; if ( ( x_bit_0 == 0 ) && ( y_bit_0 == 1 ) ) out_bit_0 = 1; if ( ( x_bit_0 == 1 ) && ( y_bit_0 == 0 ) ) out_bit_0 = 1; if ( ( x_bit_1 == 1 ) && ( y_bit_1 == 1 ) ) out_bit_1 = 0; if ( ( x_bit_1 == 0 ) && ( y_bit_1 == 0 ) ) out_bit_1 = 0; if ( ( x_bit_1 == 0 ) && ( y_bit_1 == 1 ) ) out_bit_1 = 1; if ( ( x_bit_1 == 1 ) && ( y_bit_1 == 0 ) ) out_bit_1 = 1; if ( ( x_bit_2 == 1 ) && ( y_bit_2 == 1 ) ) out_bit_2 = 0; if ( ( x_bit_2 == 0 ) && ( y_bit_2 == 0 ) ) out_bit_2 = 0; if ( ( x_bit_2 == 0 ) && ( y_bit_2 == 1 ) ) out_bit_2 = 1; if ( ( x_bit_2 == 1 ) && ( y_bit_2 == 0 ) ) out_bit_2 = 1; if ( ( x_bit_3 == 1 ) && ( y_bit_3 == 1 ) ) out_bit_3 = 0; if ( ( x_bit_3 == 0 ) && ( y_bit_3 == 0 ) ) out_bit_3 = 0; if ( ( x_bit_3 == 0 ) && ( y_bit_3 == 1 ) ) out_bit_3 = 1; if ( ( x_bit_3 == 1 ) && ( y_bit_3 == 0 ) ) out_bit_3 = 1; if ( ( x_bit_4 == 1 ) && ( y_bit_4 == 1 ) ) out_bit_4 = 0; if ( ( x_bit_4 == 0 ) && ( y_bit_4 == 0 ) ) out_bit_4 = 0; if ( ( x_bit_4 == 0 ) && ( y_bit_4 == 1 ) ) out_bit_4 = 1; if ( ( x_bit_4 == 1 ) && ( y_bit_4 == 0 ) ) out_bit_4 = 1; if ( ( x_bit_5 == 1 ) && ( y_bit_5 == 1 ) ) out_bit_5 = 0; if ( ( x_bit_5 == 0 ) && ( y_bit_5== 0 ) ) out_bit_5 = 0; if ( ( x_bit_5 == 0 ) && ( y_bit_5 == 1 ) ) out_bit_5 = 1; if ( ( x_bit_5 == 1 ) && ( y_bit_5 == 0 ) ) out_bit_5 = 1; if ( ( x_bit_6 == 1 ) && ( y_bit_6 == 1 ) ) out_bit_6 = 0; if ( ( x_bit_6 == 0 ) && ( y_bit_6 == 0 ) ) out_bit_6 = 0; if ( ( x_bit_6 == 0 ) && ( y_bit_6 == 1 ) ) out_bit_6 = 1; if ( ( x_bit_6 == 1 ) && ( y_bit_6 == 0 ) ) out_bit_6 = 1; if ( ( x_bit_7 == 1 ) && ( y_bit_7 == 1 ) ) out_bit_7 = 0; if ( ( x_bit_7 == 0 ) && ( y_bit_7 == 0 ) ) out_bit_7 = 0; if ( ( x_bit_7 == 0 ) && ( y_bit_7 == 1 ) ) out_bit_7 = 1; if ( ( x_bit_7 == 1 ) && ( y_bit_7 == 0 ) ) out_bit_7 = 1; int result = 0; if ( out_bit_0 == 1 ) result += 1; if ( out_bit_1 == 1 ) result += 2; if ( out_bit_2 == 1 ) result += 4; if ( out_bit_3 == 1 ) result += 8; if ( out_bit_4 == 1 ) result += 16; if ( out_bit_5 == 1 ) result += 32; if ( out_bit_6 == 1 ) result += 64; if ( out_bit_7 == 1 ) result += 128; dst = float4( float(result) / 256.0, 0, 0, 1.0 ); } }
Can't test it at the moment cause I'm still developing under FP 9.
Remember you don't have a logical XOR-operator under Hydra, this makes things harder to code.
Maybe the shader isn't coded very well since this was my first experiment with Pixel Bender... ;-)
Optimization hints are welcome. - isokadded on the 2008-07-18 15:26:22
- 1k Flash flaxor by Mr.doob [web]
- 1K: very nice
Sources: nice
Overall: I think, I've seen stuff like this before... ;)
Here's your thumb... - rulezadded on the 2008-07-18 15:21:03
- demo Flash Debut by AS Codefabrik [web]
- Correction:
- the music isn't mine, that's true. I'm a coder. Every group has a musician to do this additional stuff. This is a one-man-show, recognized that?
- and a fractalzoomer isn't so hard to code? Maybe that's true. But all zoomers I saw yet were pre(!)-calculated, eating many MB of your RAM. This one is done with one(!) bitmapData.
- I'm relatively new to AS3. Neither I earn any money with it, nor I call myself a professional flash coder. So most effects are oldschool, naturally.Tell me: what did you learn first? Some "oldschool" algebra or some impressive stuff like a Fourier Transformation? I didn't expect my little demo to get so much response and compliment, but I am happy about the
fact some people having fun with it.
- It's not a demo, it's an intro. Okay. Hair splitting can be fun, hm?
- Cube: This cube IS perspectively correct. A simple screenshot will prove this. And it is tesselated, too. Look at my website and you will find a slower moving textured cube with perspective correction along the z-axis.
- I know completely nothing(!) about PV3D except of its existence. I never used it. Neither as framework nor as source to play funny copy&paste with it. All the 3D stuff is done by myself, so the cube and the fractal landscape. I wonder how you can claim such a bullshit, sorry. But maybe the only reason is... enviousness. - isokadded on the 2008-07-12 23:05:32
- demo Flash Debut by AS Codefabrik [web]
- My very first ActionScript 3 / flash demo. Size: 17K (without music). And: Yes. The fractalzoomer is realtime - no precalculations.
- isokadded on the 2008-07-10 15:44:07
account created on the 2008-07-10 15:35:55