Flint Particle System version 1.0.3 released

I released version 1.0.3 of the Flint Particle System today. This is a minor change to add some additional features including some keyboard control of the particle systems, applying palette maps to renderers, and actions that only affect particles in certain areas of the screen. More info on the Flint Website.

7 thoughts on “Flint Particle System version 1.0.3 released

  1. Hey, I see in this latest release you’ve added keyboard events to control the particles. I’m looking for a library to help with starfield generation in a subspace-type game (i.e. the ship is stationary and movement is simulated by the starfield reacting to keyboard input). Is your particle system the right tool for me to look into?

    Oh, and as always, thanks for sharing your expertise free and open source.

  2. ok great – thanks. I went ahead and posted there as I figured it was probably the right place to ask anyways.

  3. Based on the sample file FireAndSmoke.as

    I made the following



    But appears the following error

    TypeError: Error #1034: Type Coercion failed: cannot convert org.flintparticles.renderers::BitmapRenderer@4b98f71 to mx.core.IUIComponent.
    at mx.core::Container/http://www.adobe.com/2006/flex/mx/internal::addingChild()
    at mx.core::Container/addChildAt()
    at mx.core::Container/addChild()
    at particle/FireAndSmoke()[

  4. Hi Marco

    The examples can be compiled in Flex as Actionscript only projects. Flint itself doesn’t have a Flex component so there’s no way to create a particle system using MXML. That doesn’t mean you can’t use Flint in a Flex project, just that you have to use Actionscript to create the particle system.

    At some point I will create a Flex component for rendering a Flint particle system, but there are currently other priorities that I’m working on (specifically the 3D version of Flint).

    If you have other questions about Flint, they’re more appropriate in the Flint forum at http://flintparticles.org/forum/.

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