A particle system is the quintessential video game effect used for clouds, fog, mist, smoke, rain, snow, fire, explosions, dust, debris, sparks, magic, spray, splatter, and other phenomenon. They have been around since the early 1980s, William T. Reeves is the inventor, but its most notable debut to the public was when the group that eventually became Pixar (employed by Lucasfilm Ltd. at the time) used a particle system in Star Trek: The Wrath of Khan (1982) for the ‘genesis effect’. It is mystifying that such a classic creative tool is missing from Flash.
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and on AM 1360 WMNY The American Entrepreneur 2/28/09 “Ron Morris talks with Todd Waits”
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These are tips I have personally used and have indisputable results. Of all the things you can do to improve performance these are the most effective and efficient changes that you can make.
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These are tips I have personally used and have indisputable results. Of all the things you can do to improve performance these are the most effective and efficient changes that you can make. more…
Data structure trials focus on comparing speeds of variables, object types, classes, and the speed at which you can access and modify your data. [...more]
The fundamental speed hierarchy, bit shifting < addition < multiplication < division, is true for all languages. However, it is still important to know the speed difference between operations. Furthermore, the basic operations have many different flavors in which they can be written. All of these trials compare basic operation speed, alternative syntax, and mathematical substitutions. more…
I know most of the die-hard critics our there are going to want to see my code, and that is perfectly acceptable. As I have already stated myself, many of the people trying to figure out this black box do a poor job. Just do not expect all of my code to be made public, if you want to grab the source it is available here. more…