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Topic: Blur/fade method test (Read 703 times) |
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JohnG
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Blur/fade method test
« on: May 18th, 2004, 2:53pm » |
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I hope TomC doesn't mind, but I borrowed his Attractor/particle code from: http://processing.org/discourse/yabb/board_Contribution_Simlati_on_action_display_num_1084792226.html since it's a good example of a relatively fast, and qucikly changing particle system. I wanted to see what various fading/blurring methods would look like, as well as how quick they would run. In the end I've come up with 6, all integer based methods, that are either nice, or "interesting" Anyway, here's the applet: http://www.hardcorepawn.com/particles/ Hit any key to change the blur/fade method, and click to spawn a new set of attractors. There's 2 modes that work well, as well as being minimal overhead, one that looks really nice, but slows the thing down by about 50%, and 3 weird ones that I made by accident whilst experimenting.
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