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Category Archives: Programming
Stardust Touch-Ups for Brilliant Scenic Demos
Wonderfl is a, as its name suggests, wonderful website that provides online ActionScript 3.0 compilation service, where you may post code, share code, and fork code. Recently, I’ve run into two fantastic scenery simulation demos by Yonatan, the Super Express … Continue reading
Posted in Stardust
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Bunnyhill Logo Prototype
This is what I came up with late at night in the marine base: prototype logo for Bunnyhill. This is just a prototype and is subject to change. BTW, don’t you think the gree grass part and the text look … Continue reading
Posted in Bunnyhill
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Shader Primer
I’ve been studying shaders recently, in order to get myself prepared for shader programming with Molehill, the upcoming update to Flash Player that exposes low-level GPU-accelerated APIs. For those who are not familiar with shaders, and are also eager to … Continue reading
Posted in Bunnyhill, Shader
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Matrix Stack and the Visitor Pattern
Scene Graphs and Scene Trees When building a scene graph framework, such as the display list in ActionScript 3.0, two types of nodes are involved: internal nodes and leaf nodes. The transformation properties (x, y, rotation, etc.) are passed down … Continue reading
Posted in Bunnyhill, Design Patterns, Pyronova, ZedBox
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Stardust Sakura Blossoms
I’ve just created another sakura particle effect demo with Stardust. (Here’s the original official Stardust example: Sakura) Check out the source code on WonderFL! Click on the stage to create a base, and click the base again to plant a … Continue reading
Posted in Stardust
6 Comments