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	<title>Neuro Productions</title>
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	<link>http://www.neuroproductions.be</link>
	<description>Flash ActionScript Freelancer</description>
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		<title>Blowing Up Images</title>
		<link>http://www.neuroproductions.be/experiments/blowing-up-images/</link>
		<comments>http://www.neuroproductions.be/experiments/blowing-up-images/#comments</comments>
		<pubDate>Sun, 06 Jun 2010 17:17:01 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Generative art]]></category>
		<category><![CDATA[Source code & tutorials]]></category>
		<category><![CDATA[generative_art]]></category>
		<category><![CDATA[perlin_noise]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=384</guid>
		<description><![CDATA[After my previous experiment I thought those shapes that were created looked kinda cool. But those were optimised for speed.  [...]]]></description>
			<content:encoded><![CDATA[<p>After <a title="perlin noise transitions" href="http://www.neuroproductions.be/experiments/particle-transition/" target="_blank">my previous experiment</a> I thought those shapes that were created looked kinda cool. But those were optimised for speed.  So this time I tried the same effect but now I aimed for a better quality.</p>
<p>Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=28" title=" downloaded 513 times" >blowing_up_src</a></p>
<p>The result of a Sunday afternoon rendering:</p>
<p><img class="alignnone" title="generative art perlin noise 5" src="http://www.neuroproductions.be/uploads/blog/examples/noise_generative_art/generative_art_4.png" alt="generative art noise 4" width="700" /></p>
<p><img class="alignnone" title="generative art perlin noise 6" src="http://www.neuroproductions.be/uploads/blog/examples/noise_generative_art/generative_art_6.png" alt="generative art noise 4" width="700" /></p>
<p><img class="alignnone" title="generative art perlin noise 7" src="http://www.neuroproductions.be/uploads/blog/examples/noise_generative_art/generative_art_7.png" alt="generative art noise 5" width="700" /></p>
<p><img class="alignnone" title="generative art  perlin noise 2" src="http://www.neuroproductions.be/uploads/blog/examples/noise_generative_art/generative_art_5.png" alt="generative art noise 2" width="700" /></p>
<p><img class="alignnone" title="generative art noise 1" src="http://www.neuroproductions.be/uploads/blog/examples/noise_generative_art/generative_art_3.png" alt="generative art noise 1" width="700" height="515" /></p>
<p>Update:</p>
<p><a href="http://nocreativity.com/blog/" target="_blank">Ronny Welter</a> used my source code to make a cool video of the rendering process. Now you really see how its created and why I called this post &#8220;Blowing Up Images&#8221; . I also love how he added the shadow so it look like its 3D. Great job Ronny!</p>
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		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Particle Transition</title>
		<link>http://www.neuroproductions.be/experiments/particle-transition/</link>
		<comments>http://www.neuroproductions.be/experiments/particle-transition/#comments</comments>
		<pubDate>Sat, 05 Jun 2010 12:28:33 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Generative art]]></category>
		<category><![CDATA[Source code & tutorials]]></category>
		<category><![CDATA[bitmapdata]]></category>
		<category><![CDATA[perlinnoise]]></category>
		<category><![CDATA[perlin_noise]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=368</guid>
		<description><![CDATA[It&#8217;s been quite silent on this blog lately. The main reason is that I have a lot of work for [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been quite silent on this blog lately. The main reason is that I have a lot of work for clients (Some great stuff, maybe i&#8217;ll post some of that later). That&#8217;s good for me, but not for my site. To break the silence, a very small test I made. It&#8217;s not that special, but it looks pretty cool, I think&#8230;</p>
<p>It&#8217;s dynamic, but it needs some pre-rendering. so the sliders update in the next animation sequence.</p>

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<p>In short, I create particles of every pixel. I pre-render the out animation of the in and out bitmap with the same Perlin Noise. Then I animate them over each other.</p>
<p>Check the source code for the details <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=27" title=" downloaded 264 times" >ParticleTrans_src</a></p>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Web crawler &#8211; Link Visualisation</title>
		<link>http://www.neuroproductions.be/experiments/web-crawler-link-visualisation/</link>
		<comments>http://www.neuroproductions.be/experiments/web-crawler-link-visualisation/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 15:57:51 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=347</guid>
		<description><![CDATA[Yet another small weekend project (as in &#8220;Omg , I have 2 days to make something for myself before I have [...]]]></description>
			<content:encoded><![CDATA[<p>Yet another small weekend project (as in &#8220;Omg , I have 2 days to make something for myself before I have to go back working on commercial projects!&#8221; )</p>
<p>This time I made a simple web crawler that visualises html pages and the links between them</p>
<p>In short: Every circle is a page, they try to group per domain, the biggest circle is the start page, the smaller the circle, the more clicks your away from it (the smallest ones are 3 clicks), if there is a connection there is a line between them (the deepest items aren&#8217;t checked for connections between each other)</p>
<p>An example, click to view in full size (starts from neuroproductions.be) :</p>
<p><a href="http://www.neuroproductions.be/uploads/blog/examples/crawler/high.html" target="_blank"><img class="alignnone" title="flash_web_crawler" src="http://www.neuroproductions.be/uploads/blog/crawler.jpg" alt="flash_web_crawler"  /></a></p>
<p>It only works local due cross domain issues and spring-graphing almost 2000 nodes is not what you call fast, so no live example.<br />
You can always download the source code and try it yourself.  (Warning: the source code is a crappy mess )<br />
Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=26" title=" downloaded 404 times" >WebCrawler_src</a></p>
<p>I should have put more time in it, but time flies, and I already have some new exiting ideas for next weekend&#8230; <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Outlines and other Dynamic Text pimping</title>
		<link>http://www.neuroproductions.be/experiments/outlines-dynamic-text/</link>
		<comments>http://www.neuroproductions.be/experiments/outlines-dynamic-text/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 14:35:14 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=308</guid>
		<description><![CDATA[Trying to parse binary formats was on my to do list for quite a while. And recently I saw a [...]]]></description>
			<content:encoded><![CDATA[<p>Trying to parse binary formats was on my to do list for quite a while. And recently I saw a <a href="http://www.haxer.be/fontwriter/index.swf" rel="shadowbox[post-308];width=640;height=385;" target="_blank">cool little tool</a> made in Haxe by <a href="http://code.google.com/p/hxswfml/" target="_blank">Adnez</a> that parses True Type Fonts, and exports the raw data to different formats. And you since you don&#8217;t have text outlines in Flash,  I wanted to give it a shot.</p>
<p>So I looked up the <a href="http://www.microsoft.com/typography/otspec/otff.htm" target="_blank">TTF specifications</a> and started reading those bytes. Due to time shortage it wasn&#8217;t a complete success. But I got some results and the cool thing about having the raw font data is that you can manipulate it:</p>

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	<param name="movie" value="http://www.neuroproductions.be/uploads/blog/examples/fontfun/TextTest.swf" />
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	<param name="allownetworking" value="all" />
	<!--[if !IE]>-->
	<object	type="application/x-shockwave-flash"
			data="http://www.neuroproductions.be/uploads/blog/examples/fontfun/TextTest.swf"
			name="fm_TextTest_318860285"
			align="left"
			width="700"
			height="450">
		<param name="play" value="false" />
		<param name="loop" value="false" />
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	<!--<![endif]-->
		<a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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<p>But as you can see, it&#8217;s not really that fast or spectacular and my parser is not what you&#8217;d call complete or bug free (A lot of Fonts don&#8217;t work or are mapped wrong). I guess the important thing is that I learned that you don&#8217;t have to be afraid of parsing binary files. It&#8217;s not so hard as I thought.</p>
<p>But it took some time and effort, so I made an other example to fill this Blog post <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  (inspired by Japanese toy typography)</p>

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			id="fm_TextTest2_1825084629"
			align="left"
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			width="700"
			height="960">
	<param name="movie" value="http://www.neuroproductions.be/uploads/blog/examples/fontfun/TextTest2.swf" />
	<param name="play" value="false" />
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	<param name="allowfullscreen" value="true" />
	<param name="allownetworking" value="all" />
	<!--[if !IE]>-->
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			data="http://www.neuroproductions.be/uploads/blog/examples/fontfun/TextTest2.swf"
			name="fm_TextTest2_1825084629"
			align="left"
			width="700"
			height="960">
		<param name="play" value="false" />
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		<a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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<p>I added the source code, but I don&#8217;t recommend using it in a real project. There are more optimal ways to get those results. And there are definitely better TTF parsers out there like <a href="http://code.google.com/p/hxswfml/">hxswfml</a> (there is a swc you can use in Flash) or <a href="http://www.sephiroth.it/weblog/archives/2007/07/fontreader_convert_truetype_fonts_in.php">FontReader.</a></p>
<p>Source code with the two examples (without the fonts ): <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=25" title=" downloaded 377 times" >ttf_source</a></p>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Trying HTML5 as a Flash developer</title>
		<link>http://www.neuroproductions.be/experiments/trying-html5-as-flash-developer/</link>
		<comments>http://www.neuroproductions.be/experiments/trying-html5-as-flash-developer/#comments</comments>
		<pubDate>Mon, 22 Feb 2010 09:53:07 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=244</guid>
		<description><![CDATA[We have all seen (and participated) in the recent Flash vs HTML5 discussions. But to get a good view on [...]]]></description>
			<content:encoded><![CDATA[<div class="longtext">We have all seen (and participated) in the recent Flash vs HTML5 discussions. But to get a good view on HTML5, I needed to try it out. So I remade an old Flash project of mine (<a title="twitter browser" href="http://www.neuroproductions.be/twitter_friends_network_browser/" target="_blank">The Twitter Browser</a>) in HTML5.<br />
I chose that one because I knew it would be possible, its not to complicated and it has a little bit of everything: Loading external data, scripted animation, custom interactions and it needs a decent amount of computing power.</p>
<p><a href="http://www.neuroproductions.be/twitter_friends_network_browser_html5/"><img title="twitter Explorer HTML5" src="http://www.neuroproductions.be/wp-content/uploads/2010/02/twitterExplorer.png" alt="twitter Explorer HTML5" width="700" height="365" /></a></p>
<p>I never did any real JavaScript, so I went to w3schools.com and browsed thru the JavaScript tutorials and started coding. It took me +- 8 hours to to finish the job: <a title="html5 twitter browser" href="http://www.neuroproductions.be/twitter_friends_network_browser_html5/" target="_blank">the HTML5 version</a>.</p>
<h3>My opinion</h3>
<p>But first a disclaimer:  I only have one day experience with JavaScript. Correct me if I say something wrong.</p>
<h4>Possibilities</h4>
<p>Its cool how can manipulate the DOM elements, I really loved that. And yes, It can and will replace some of the Flash out there. But there are sill a lot of limitations. </p>
<p>The canvas element is not an alternative for Flash. There is not something like a display-list and no mouse-events for separate elements. But I guess you can emulate that with a lot of layered canvases and other DOM elements, combined with mouse position calculations etc, but that&#8217;s going to be a mess and I don&#8217;t know if my cpu will like that&#8230; I&#8217;m also missing webcam access, decent sound handling, 3D (webGL will do that, but it won&#8217;t be in IE9), real video integration etc, the list goes on.  You can say that they are details, but I used those things in almost every recent commercial project. At this point HTML5 would be a step backwards for me.</p>
<h4>Performance</h4>
<p>Comparing the Flash and the HTML version wouldn&#8217;t be fair. I probably did some stupid things in the HTML version, and I know I did some stupid things in the Flash version (which is a couple years old). In many ways the JavaScript version handles  things smarter than the Flash version. The least thing you can say about the Flash version is that it wasn&#8217;t optimized for speed.</p>
<p>But I was quit surprised about the JavaScript speed. It&#8217;s decent in a modern browser. I was expecting that I had to make a striped down version (with less nodes) But it seems to work fine. But HTML5/JavaScript is no miracle, it uses a lot of CPU for this and it will crash if you have an older browser or slower computer.</p>
<h4>JavaScript</h4>
<p>This is my main concern with the hole HTML5 thing, sorry guys, but JavaScript sucks. People who say that JavaScript is the future of the web obviously haven&#8217;t done some real programming in it. The dynamic objects, the loose typing, the prototype model, the silent failing, they are all a real pain in the ass. For those old enough to remember, JavaScript feels a lot like/is ActionScript 1&#8230;</p>
<p>It&#8217;s doable if you make a 500 lines project, but if you need to do a 10,000-100,000 lines app/website (which I do daily in AS3) it&#8217;s not going to be funny any more.</p>
<h4>Mobile Safari</h4>
<p>Mobile Safari can&#8217;t handle it on an iphone. It goes really slow. But you can&#8217;t compare a normal cpu with a phone cpu. And I didn&#8217;t want to write about this, till I noticed something very strange and disturbing when I was testing it on the iphone.</p>
<p>Take a look at example below, and try to drag both images:<br />
<iframe src="http://www.neuroproductions.be/twitter_friends_network_browser_html5/safariTest.html" width="700" height="300"></iframe><br />
The left image just reacts as you would expect from an image in a browser. With the right image, I stopped the default browser behaviour, and made my own drag.</p>
<p>This is something very useful. Besides for dragging, you need this functionality if you want to make a html5 drawing app or, and this is the interesting part, if you want to detect mouse/touch gestures</p>
<p>But what seems to be the case : <strong>This doesn&#8217;t work on Mobile Safari!</strong> <del datetime="2010-02-23T09:50:29+00:00">Does this mean that Apple is blocking html touch functionality in Mobile Safari? It seems so.</del> This wasn&#8217;t right. Thanks <a href="http://www.thecssninja.com">Ryan</a> for pointing that out! There seems to be good touch support in JavaScript/on the iphone, even multi touch. Which is very cool!  -> http://www.quirksmode.org/m/tests/drag2.html</p>
<h4>They took our jobs!</h4>
<p>You can&#8217;t ignore that some Flash developers out there are starting to worry about there future. But I don&#8217;t think you have to. If there comes a day when Flash will be obsolete (and I don&#8217;t see that happen soon), we&#8217;re gonna be excellent JavaScript developers.</p>
<p>I never did any JavaScript before, and I sill managed to make that example in one day. I&#8217;m sure it&#8217;s not perfect, and I probably made a lot of beginners mistakes. But I know it won&#8217;t take me long to make the switch.</p>
<p>As a Flash developer you can script advanced animations and interaction and UIs from scratch. You know your math. You can create large and complex client-side apps. You know how to be creative and create great user experiences with a limited tool-set. And you really love to do all those things.</p>
<p>It&#8217;s that combination of talents that made us leave HTML for Flash in the first place. And I think that those talents make that Flash developers can and will kick most HTML&#8217;ers asses when it comes to JavaScript development.</p>
<p>So, if that day comes, there not gonna take our jobs, but were gonna take theirs. <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<h4>Will I do more JavaScript/html5</h4>
<p>WebGL is definitely still on my to-do list, but apart from that,  I think I will stick with Flash for now. I have some pretty cool commercial projects coming up and Flash is still is the tool of my choice for experimenting. <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </div>
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		<title>3D Fractals (Ray-traced with Flash)</title>
		<link>http://www.neuroproductions.be/experiments/3d-fractels-actionscript/</link>
		<comments>http://www.neuroproductions.be/experiments/3d-fractels-actionscript/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 12:32:57 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash 3D]]></category>
		<category><![CDATA[Generative art]]></category>
		<category><![CDATA[Source code & tutorials]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=63</guid>
		<description><![CDATA[I guess every developer has to play with fractals sooner or later. Now it was my turn. I decided to make it a little more challenging for myself and try something in 3D.]]></description>
			<content:encoded><![CDATA[<p><span class="hw">I guess every developer has to play with fractals sooner or later. Now it was my turn. </span></p>
<p><span class="hw">I didn&#8217;t feel much for creating an other flat Mandelbrot set. So I decided to make it a little more challenging for myself and try something in 3D.<br />
</span></p>
<p><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal1.jpg" alt="fractal AS3" width="700" height="171" /></p>
<p><span class="hw">There are already  <a href="http://images.google.com/images?hl=en&amp;um=1&amp;q=3D+fractals&amp;sa=N&amp;start=0&amp;ndsp=18" target="_blank">many</a> <a href="http://www.skytopia.com/project/fractal/mandelbulb.html" target="_blank">amazing</a> renders out there. But instead of copy/pasting formulas, I tried to find my own. And to my surprise, I found some very strange and interesting stuff, especially if you consider they are just mathematical defined volumes.<br />
</span></p>
<p>To render those volumes I made a very simple (and very slow) ray-tracer which follows the ray and start checking points to see if they are in the fractal. A normal ray tracer would just calculate the intersection of the ray and the volume, but I don&#8217;t know if that is even possible with this kind of stuff?</p>
<p>If I found a point, I looked near that point for 2 other points so I could calculate the normal and &#8216;setPixel&#8217; a normal map of the volume.</p>
<p><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/normalMapFractel_2.jpg" alt="fractal AS3" /></p>
<h4><a rel="shadowbox;width=500;height=540" href="http://www.neuroproductions.be/uploads/blog/examples/fractal/RayTraceTest.swf">» a live example (low quality)<br />
</a></h4>
<p>After that, I used a Pixel Bender filter (from <a href="http://www.derschmale.com/2009/06/08/introducing-stok3d-more-fp10-3dpixel-bender-shading/" target="_blank">Stok3D</a> by <a href="http://www.derschmale.com/" target="_blank">David Lenaerts</a>) to add phong shading to the renders.</p>
<p>Some of the renders (click to enlarge):</p>
<table border="0" cellspacing="5" cellpadding="0">
<tbody>
<tr>
<td><a rel="shadowbox[MustangThumbs];options={counterType:'skip',continuous:true,animSequence:'sync'}" href="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal5.jpg"><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal5_t.jpg" alt="WiiFlash1" /></a></td>
<td><a rel="shadowbox[MustangThumbs];options={counterType:'skip',continuous:true,animSequence:'sync'}" href="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal2.jpg"><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal2_t.jpg" alt="WiiFlash1" /></a></td>
</tr>
<tr>
<td><a rel="shadowbox[MustangThumbs];options={counterType:'skip',continuous:true,animSequence:'sync'}" href="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal4.jpg"><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal4_t.jpg" alt="WiiFlash1" /></a></td>
<td><a rel="shadowbox[MustangThumbs];options={counterType:'skip',continuous:true,animSequence:'sync'}" href="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal6.jpg"><img src="http://www.neuroproductions.be/uploads/blog/examples/fractal/fractal6_t.jpg" alt="WiiFlash1" /></a></td>
</tr>
</tbody>
</table>
<p>I found a lot of these things and I should have made more images,  but it takes many hours to render them in a high quality. I guess I really should start learning C++&#8230;</p>
<p>I included the source code so you can start looking yourself for those amazing volumes out there. If you find something cool, let me know <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=24" title=" downloaded 609 times" >fractal_raytracer_src</a></p>
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		</item>
		<item>
		<title>Alice in Wonderland (the Bitmap)</title>
		<link>http://www.neuroproductions.be/experiments/alice-in-wonderland-the-bitmap/</link>
		<comments>http://www.neuroproductions.be/experiments/alice-in-wonderland-the-bitmap/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 14:13:18 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Generative art]]></category>
		<category><![CDATA[Source code & tutorials]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=62</guid>
		<description><![CDATA[Alice&#8217;s Adventures in Wonderland. Written in 1865 by Lewis Carroll. The full story, 12 chapters, more than 25000 words, all [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.neuroproductions.be/uploads/blog/examples/alice/alice-in-wonderland_m.jpg" alt="alice in wonderland full text" width="700" height="541" /></p>
<p>Alice&#8217;s Adventures in Wonderland. Written in 1865 by Lewis Carroll.<br />
The full story, 12 chapters, more than 25000 words, all crammed in one Bitmap <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://www.neuroproductions.be/uploads/blog/examples/alice/high.html" target="_blank">» View in high resolution</a></p>
<p>Detail:</p>
<p><img src="http://www.neuroproductions.be/uploads/blog/examples/alice/alice-in-wonderland_detail.jpg" alt="alice in wonderland full text" /></p>
<p>The text &#8220;fitting&#8221; algorithm isn&#8217;t perfect yet, but hey, it did the trick.</p>
<p>Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=23" title=" downloaded 794 times" >Alice_src_FDT</a><br />
FDT Air project + I lowered the input bitmap size and quality for this download</p>
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		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Custom Brushes with ActionScript</title>
		<link>http://www.neuroproductions.be/experiments/custom-brushes-with-actionscript/</link>
		<comments>http://www.neuroproductions.be/experiments/custom-brushes-with-actionscript/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 14:46:22 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Source code & tutorials]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=61</guid>
		<description><![CDATA[I saw them on the Interwebs, but how did they do it? I tried it with &#8220;BitmapFilling&#8221; a stroke of [...]]]></description>
			<content:encoded><![CDATA[<p>I saw them on the Interwebs, but how did they do it?</p>
<p>I tried it with &#8220;BitmapFilling&#8221; a stroke of triangles&#8230;</p>
<p><a rel="shadowbox;width=1200;height=800" href="http://www.neuroproductions.be/uploads/blog/examples/brushes/BrushTest1.swf"><br />
<img src="http://www.neuroproductions.be/uploads/blog/examples/brushes/brushes.jpg" alt="actionscript brushes" /></a></p>
<h4><a rel="shadowbox;width=1200;height=800" href="http://www.neuroproductions.be/uploads/blog/examples/brushes/BrushTest1.swf">» View the brushes</a></h4>
<p>Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=22" title=" downloaded 737 times" >BruschTest_src</a>   ( It&#8217;s a mess! )</p>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>3D Pixel Fun</title>
		<link>http://www.neuroproductions.be/experiments/3d-pixel-fun/</link>
		<comments>http://www.neuroproductions.be/experiments/3d-pixel-fun/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 12:17:36 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash 3D]]></category>
		<category><![CDATA[Source code & tutorials]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=60</guid>
		<description><![CDATA[Recently a client asked me to do something which involved a lot of 3D cubes. I did some tests with [...]]]></description>
			<content:encoded><![CDATA[<p>Recently a client asked me to do something which involved a lot of 3D cubes. I did some <a href="http://www.neuroproductions.be/experiments/basic-3d-shading-test/">tests with cubes</a> in the past and I knew the number of cubes you can render in Flash are relatively limited. Lets say you want 10x10x10 cubes = 1000 cubes =6000 sides = 12000 triangles, which is near or already over the limit. So I decided to take a different approach.</p>
<p>When you use an isometric perspective, the cubes are all the same. So instead of rendering each cube every frame, you can render only one cube and use that cube as a particle to render a full scene. This way you can easily extend the limit of +-1000 cubes to 20000 or more cubes.</p>
<p>Motivated by the very cool 3D pixel editor <a href="http://kyucon.com/qblock/">Q-BLOCK</a> by <a href="http://kyucon.com/">Okuyama Kazuya</a>, but mostly because it was great fun to make, I decided to take it one step further and started to build a simple 3D pixel engine.<br />
<a rel="shadowbox;width=800;height=600" href="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/Pixel3DTest.swf"><br />
<img src="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/3dpixel.jpg" alt="3D pixel engine" /></a><br />
Use the arrow keys to move the character, drag to rotate the scene.</p>
<h4><a rel="shadowbox;width=800;height=600" href="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/Pixel3DTest.swf">» View 3D Pixel Engine</a></h4>
<p>At this point, the Pixel3DObjects have x, y, z, rotationX, rotationY, rotationZ properties + they  support very basic animation (gotoAndStop). As input it uses transparent bitmapdata (I use pngs) Where the horizontal &#8220;sprites&#8221; are the depth layers, and the vertical &#8220;sprites&#8221; the animation frames (see img below).<br />
<img src="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/boy.jpg" alt="3D pixel engine" /></p>
<p>But a 3D engine wouldn&#8217;t be complete without a possibility to import external generated 3D objects, so I also made a Collada parser witch converts a standard 3D mesh to a 3D pixel object:<br />
<a rel="shadowbox;width=800;height=600" href="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/ElefantTest.swf"><br />
<img src="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/pixelCollada.jpg" alt="3D pixel engine collada" /></a></p>
<h4><a rel="shadowbox;width=800;height=600" href="http://www.neuroproductions.be/uploads/blog/examples/pixel3D/ElefantTest.swf">» View Collada Elephant<br />
</a></h4>
<p>For a good result I had to raytrace the mesh from different angles and regularly check for duplicated cubes. But for big or complicated objects it takes a while to generate all the needed data. So the elephant is actually pre-rendered and just uses the output data from the raytrace object.</p>
<p>I include the source code (with the two examples) but its not what you call user friendly and most features are incomplete or buggy at this point. So you are warned.<br />
Source code: <a class="downloadlink" href="http://www.neuroproductions.be/wp-content/plugins/download-monitor/download.php?id=21" title=" downloaded 1345 times" >Pixel3D_source</a></p>
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		<item>
		<title>3D Normal Mapping with Pixel Bender</title>
		<link>http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/</link>
		<comments>http://www.neuroproductions.be/experiments/3d-normal-mapping-pixelbender/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 12:03:21 +0000</pubDate>
		<dc:creator>Kris</dc:creator>
				<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash 3D]]></category>
		<category><![CDATA[Pixel Bender]]></category>
		<category><![CDATA[Source code & tutorials]]></category>

		<guid isPermaLink="false">http://www.neuroproductions.be/?p=57</guid>
		<description><![CDATA[In my previous normal mapping experiment I used just flat images, now it was time to do it in 3d, [...]]]></description>
			<content:encoded><![CDATA[<p>In my previous <a href="http://www.neuroproductions.be/experiments/normal-mapping-experiment/" target="_blank">normal mapping experiment</a> I used just flat images, now it was time to do it in 3d, with Pixel Bender.</p>
<p>But to do that, I needed a &#8220;world&#8221; normal map of the 3d object. The problem was that standard 3d normal mapping is done with local maps (img 3). I&#8217;m sure someone familiar with 3D modeling programs can create world normal maps, but I don&#8217;t, I tried for hours <img src='http://www.neuroproductions.be/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /><br />
<a rel="shadowbox;width=700;height=500" href="http://www.neuroproductions.be/uploads/blog/examples/normalmap/NormalMap.swf"><br />
<img src="http://www.neuroproductions.be/uploads/blog/examples/normalmap/normal_maps_3D.jpg" alt="normal map pixelbender" /></a></p>
<p>So I had to create the world map in Flash and unwrap the hole thing to the local map&#8217;s UV cords. Then I used Pixel Bender to create one map by adding the local and the world map together. So I ended up with 2 maps, the diffuse map (img 2) and the world normal map (with the details of the local map). All that was left to do was render the two on top of each other and apply a Pixel Bender blendmode to create the shading effect (something like <a href="http://www.neuroproductions.be/experiments/normal-mapping-experiment/" target="_blank">this</a>, but with Pixel Bender)</p>
<h4><a rel="shadowbox;width=700;height=500" href="http://www.neuroproductions.be/uploads/blog/examples/normalmap/NormalMap.swf">» View normal mapping experiment </a></h4>
<p>Ok, all nice and stuff, but there is actually something very interesting going on (correct me if I&#8217;m wrong).<br />
Lets say you want an object with a bitmap material and phong shading. In the classic way you have to project every normal of every vertex every frame and recalculate the the uv mapping to draw the phong layer, After that, you blend the phong and the diffuse layer.<br />
But with the normal map, you just have to (pixel)blend 2 bitmap material renders&#8230;. I didn&#8217;t tested it yet, but it sounds a lot faster to me? + there is no extra cost for adding local normal maps.</p>
<p>I joined the <a title="away3D" href="http://away3d.com/" target="_blank">Away3D</a> team and this is part of the experiments for a new FP10 branch. So no source code for now. If its still is interesting after optimalization and further testing, it will be in Away3D sooner or later.<br />
But if you have questions, your free to ask.</p>
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