Posts tagged as 'Flint'

Flint Particles 2.2.0 released

Yesterday I released version 2.2.0 of Flint Particles. This version includes a new feature enabling collisions between particles and zones. Since zones can represent any shape, that means particles can collide with other objects provided a zone is defined to match (or approvimately match) the shape of the object.

Here’s a simple example of these collisions in action

View the source

Full details of what is new in this version are on the Flint website.

Flint Particles 2.1.3 released

Last week, I released version 2.1.3 of Flint Particles. This release includes a new action called TweenToZone. This enables the tweening of particles to random points within a zone, which makes effects like this possible…

Full details of what’s new in this version are on the Flint website.

New line renderers in Flint

I released version 2.1.2 of Flint today. This version features a number of small changes and two new renderers. The new renderers draw particles as lines rather than discrete images. Each particle is rendered by drawing a line from its previous location to its current location, which enables the creation of effects like hair and grass. You can read about all the changes on the Flint website.

Also on the site and in the downloads is a new example using the new renderers to create grass.

View the source.

The grass will look different every time. I have deliberately made this draw slowly so the effect can be seen. It could be rendered much more rapidly by adjusting the parameters. The grass could also be draw instantaneously as a static image by using the runAhead method of the emitter to jump straight to the end state of the system.

Have fun with the new version.

Flint Particles in Flex

I released version 2.1 of Flint yesterday. This version features a number of small changes and a couple of major ones. You can read about all the changes on the Flint website, but I want to talk about the biggest change here. Flint now has full support and integration with the Flex Framework…

Flint 2.0 released

I released version 2.0 of Flint particles today. This features one bug-fix and a number of minor speed enhancements over the beta that has been available for the past couple of weeks. I’ve also added an mxp installer to the downloads, and tested everything with Flash CS4. As usual, you can find more on the Flint website…

Flint does Papervision3D and Away3D

Today I released a new alpha of version 2 of the Flint particle system. This version adds renderers for Papervision3D and Away3D to the library, so that particle effects can be integrated with a 3D scene in these libraries…

3D version of Flint Particle System

Today I released the alpha of version 2 of Flint. This version does 3D particle effects as well as 2D effects. The alpha is fairly stable and can be downloaded from Google code.

The 2D effects have some enhancements over previous versions. The 3D effects are all new, and include most of the features from 2D, along with some new stuff. At the moment, rendering is done via Flint’s own new 3D renderers, but I’m developing renderers for Papervision3d, Away3d and Sandy3d so that Flint can be used as a particle system with any of these 3d libraries too.

C# version of Flint Particle System

One keen user of Flint (Ben Baker) has ported it to C#. The project is called Flint-sharp and is on GoogleCode at http://code.google.com/p/flint-sharp/. There’s a few features still to implement, but most of it is working well…

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