Blog

Version 4.0.1 of Flint released

Posted on

There was a critical bug in version 4.0.0 so here's a quick update to fix that bug. Continue reading →


Version 4.0.0 of Flint released

Posted on

Earlier this week I released version 4.0.0 of Flint. This release is to support the new crop of 3d engines that are using Stage3d for rendering. As part of this it was necessary to alter a couple of APIs, hence the major release number incrementing to 4. The core architecture of Flint remains unchanged. Continue reading →


Flint and Molehill

Posted on

We've been doing a lot of work recently on adding molehill (aka Flash 11) support to Flint. Rather than integrate molehill support directly into Flint, I decided that the best way, at least for now, to bring the power of molehill to Flint is to integrate with the 3D rendering libraries that are themselves integrating with molehill. So we've been adding support for the molehill compatible versions of Away3D, Flare3D and Alternativa3D. Continue reading →


Version 3.0.1 of Flint released

Posted on

Today I released version 3.0.1 of Flint. This is a minor bugfix release. There are no API changes so it should be fine for all users of version 3.0.0 to update immediately. Continue reading →


Version 3.0.0 of Flint released

Posted on

Today I released version 3.0.0 of Flint. The core architecture of Flint remains unchanged but a number of details have changed. In particular many APIs have changed, which is why the major version number has changed. The driver for this change was switching the 3D libraries to use Flash's native 3D geometry classes and the consequential dropping of support for Flash Player 9. Continue reading →


Version 3.0.0 beta of Flint

Posted on

A couple of months ago I started work on a version of Flint that used Flash’s native Vector3D and Matrix3D classes. That Flint has it’s own 3D geometry classes causes confusion for a number of users and since Flash10 is now pretty-much ubiquitous it’s about time for Flint to make the switch over to these native classes. Continue reading →


Version 2.2.1 of Flint released

Posted on

Today I released version 2.2.1 of Flint. This includes changes to support version 3.6 of Away3D. If you are using an earlier version of Away3D you should stick with version 2.2.0 of Flint. Continue reading →


Flint on GitHub

Posted on

I've moved the development of Flint from GoogleCode to GitHub. I will continue to maintain the GoogleCode repository for those that are used to using it, but active development will now take place on the GitHub repository, with updates to the GoogleCode repository when a new version is released. Continue reading →


Version 2.2.0 of Flint Released

Posted on

Today I released version 2.2 of Flint. This version includes a significant addition with the introduction of collisions between particles and zones in 2D effects, plus various small bug fixes and improvements. Continue reading →


Version 2.1.4 of Flint released

Posted on

This morning I released version 2.1.4 of Flint. This is primarily a maintenance release, with a few bug fixes and couple of new behaviours. Continue reading →


Many additions to the Flint documentation

Posted on

A number of Flint users have written on-line tutorials recently and I've added those I'm aware of to the documentation page. There's now many more ways to learn about how to use Flint, particularly at the beginner level. If there's more tutorials out there that I've missed, let me know via the forum. Continue reading →


Version 2.1.3 of Flint released

Posted on

Last week I released version 2.1.3 of Flint. This version includes two new actions for 2D and 3D effects and a few small improvements. Continue reading →


Version 2.1.2 of Flint released

Posted on

Today I released version 2.1.2 of Flint. This version includes two new renderers for 2D effects and a few small improvements. Continue reading →


Version 2.1.0 of Flint released

Posted on

Today I released version 2.1 of Flint. This version includes a significant change for 3D particle effects, a large addition for everyone, and many small additions and improvements. Flint is now compatible with the Flex framework. Continue reading →


Build scripts and other changes to Flint

Posted on

For the 2.0.1 release I created a single Ant build script to build the swc library, the asdocs, and all the examples. This makes new releases a lot easier and should result in more frequent point updates for bug fixes. I also abandoned the Flash MXP installer. Continue reading →


Version 2.0.1 of Flint released

Posted on

Version 2.0.1 is out. This is in the downloads and is the current SVN trunk. Continue reading →


What's in development for Flint

Posted on

Apologies for the silence. I've been very busy with client work, but have still found small slices of time to work on Flint. Continue reading →


Version 2.0 of Flint released

Posted on

Version 2.0 is out. The final version is in the downloads, including the full source code, an SWC for Flex, and an MXP for Flash. Continue reading →


Performance improvements in Flint

Posted on

I checked in a number of minor changes today. These are mostly minor performance improvements which collectively will add up to a significant improvement for some effects. Most of the changes are to reduce the number of objects that are created and destroyed in the 3D Actions. Continue reading →


Version 2.0 beta of Flint released

Posted on

I added version 2.0 beta to the downloads yesterday. Continue reading →


Updated Flint examples

Posted on

I updated the examples with code for version 2 of Flint. I added a few more examples at the same time. I really believe version 2 is now better and just as stable as version 1 for 2D development. 3D is also very stable - I just need to finalise a few features before going to beta. Continue reading →


More 3D Zones in Flint

Posted on

I've added four new 3D zones to Flint. FrustrumZone - lets you use the camera frustrum as a zone. Particularly useful for removing particles when they leave the view. Continue reading →


Flint does Papervision3D and Away3D

Posted on

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. Continue reading →


Papervision pixel renderer for Flint

Posted on

I added a pixel renderer for papaervision this afternoon. It uses Papervision's effects layer with a Pixels object. In doing so, I found a bug in Papervision. The code doesn't work without the bug fix, in as much as removing one particle removes all particles unless you fix the bug in your copy of Papervision. The bug report and fix are here. Continue reading →


Improved Papervision3D rendering in Flint

Posted on

I added some improvements to the papervision3D rendering to the SVN repository this morning. Rotation now works on DisplayObject3D particles, the materials are managed in a similar way to the Away3D material management, and various other changes too. I'll update the docs and get an Alpha 2 out soon. Continue reading →


More Away3D and Papervision3D renderer development in Flint

Posted on

Today I added to the Away3D renderer implementation. It will now render particles using an Away3D Object3D or a Flash DisplayObject. In the later case, an Away3D Billboard is used, in the form of a MovieClipSprite. I also started work on Papervision3D renderers, with two basic renderers. One uses Papervision's DisplayObject3D type for the particles, and the other uses Papervision's Particle type. Continue reading →


Away3D renderers for Flint started

Posted on

I was planning to spend a significant amount of time on Away3D and Papervision3D renderers this week, but unfortunately work got in the way of that. I have, however, just uploaded a simple Away3D renderer and a very basic example to test it. I only had an hour to work on this so it's very crude at the moment. I'll hopefully get some more time next week to work on it and other renderers. Continue reading →


Developer diary

Posted on

I've decided to make this blog more like a developer diary than an announcements page - the blog had become a double to the announcements category in the forum. Also, by making this a developer diary I can keep you all updated on progress with new features and what has been checked into the code repository. Expect the first diary entry very soon. Continue reading →


More physics in Flint

Posted on

Today, I added some key features for improving the physics in Flint. Primary among these is the addition of mass and radius properties to the particle class. The mass property represents the mass of the particle. By default, particles have a mass of 1. Continue reading →


3D version of Flint Particle System

Posted on

In brief gaps between work I'm making steady progress on 2.0. It's pretty stable and working well. 2D is probably nearly as stable as 1.0.4, and has some new features that improve on the 1.0.4 version. 3D is working well with Flint's own renderers. Continue reading →


Version 1.0.4 of Flint released

Posted on

This will be the final version on the 1.0.x branch. It incorporates a few minor changes that were already in the code repository. The next version released will be the first 3D version. Continue reading →


Flint 3D plans

Posted on

I haven't done much work on Flint since April. That's now changing since the large job I was working on is complete and I have some time to myself again. I thought I'd outline the plans for the next major version of Flint. The next major version will do 3D particle systems as well as the 2D systems it currently does. Continue reading →


After a couple of days relaxing

Posted on

I've been working on a number of big projects for a client - working in-house planning and architecting the projects, writing code, and managing their Actionscript developers - which has meant I haven't had much time over the last few months to work on the Flint particle system or any other of my own projects, to do research, or even to post very much on this blog. Continue reading →


Alpha of the 3D version of Flint is available

Posted on

I've added the alpha of the next version of Flint to the SVN code repository. This version will support 3D particle systems in addition to 2D particle systems as supported by the current version. The 2D content in this alpha should be stable and has some features not present in the current version 1.0.3. The 3D content still needs a lot of work. Continue reading →


Reorganised SVN for Flint

Posted on

I reorganised the SVN repository today. You may need to check-out the code all over again - sorry about that. It's a minor change but the repository's structure is more logical this way. I don't anticipate altering it again so it seemed sensible to get this change out the way as soon as possible. Continue reading →


Version 1.0.3 of Flint released

Posted on

This version adds some minor enhancements Continue reading →


Version 1.0.2 of Flint released

Posted on

This version fixes a couple of minor bugs. When setting the dimensions of the canvas on a BitmapRenderer, it didn't correctly remove the previous canvas, causing the dimensions of the renderer to appear wrong. This has been fixed. Continue reading →


Version 1.0.1 of Flint released

Posted on

I uploaded version 1.0.1 this morning. The main change is to fix a limitation in the BitmapRenderer and PixelRenderer classes. The BitmapRenderer and PixelRenderer create a canvas for drawing the particles in. Continue reading →


Flocking behaviour in Flint

Posted on

Among the new actions added in version 1.0 are three that cause interaction between particles. By combining these actions, we can create flocking behaviour. Continue reading →


Version 1.0.0 of Flint released

Posted on

I uploaded version 1.0.0 this morning. This version features a number of additions and a couple of key structural changes. Continue reading →


Version 0.9.4 of Flint released

Posted on

Now in SVN and download. The core features haven't changed but I have added a number of new behaviours. Continue reading →


LFPUG Presentation Slides

Posted on

Yesterday's presentation at the London Flash Platform User Group went well. Everyone was very enthusiastic about Flint and I got a lot of ideas for features from the audience. Thank you to everyone who was there, and to Tink for organising it. I had a good time and I hope you did too. The slides from the presentation are here. Continue reading →


Presentation about Flint in London

Posted on

I'm doing a presentation about the Flint this Thursday (28 February) at the London Flash Platform User Group. As well as showing how to use Flint to create particle effects I'll be delving into the underlying code architecture and showing how to customise Flint to your own requirements. Continue reading →


Version 0.9.3 of Flint released

Posted on

I uploaded version 0.9.3 today. There's a new counter - the TimePeriod counter - which emits particles for a set period of time and then stops. Easing functions can be used to modify the rate of emission over the time period so more particles are emitted at the beginning or the end. Continue reading →


Making fire with Flint

Posted on

We now have two examples creating fire. The first I mentioned earlier sets fire to the Flint logo. The second creates a fire and smoke effect. Both are in the examples with full source code. Continue reading →


Version 0.9.2 of Flint released

Posted on

I uploaded version 0.9.2 yesterday. I've made a big change to the package structure to reflect the new website - everything is in org.flintparticles instead of bigroom.flint. A couple of the classes have been renamed (all the zone classes end with the name suffix Zone, MoveEuler has become simply Move, and LineShape has become simply Line. Continue reading →


Flint Particle System Tutorial

Posted on

I've created a tutorial for the Flint Particle System. In it I create a swf to simulate snowfall. Continue reading →


Flint AS3 Particle System

Posted on

Flint is an open-source project to create a versatile particle system library in Actionscript 3. The aim is to create a system that handles the common functionality for all particle systems, has methods for common particle behaviour, and lets developers extend it easily with their own custom behaviours without needing to touch the core code. Continue reading →