http://8ball.andre-michelle.com/lab/
-michael
On 8/8/05, Richard Leggett <[EMAIL PROTECTED]> wrote:
Hey Mark,
Guy has put up his experiments, I think I remember there being a couple of
examples that make use of Perlin noise if you'd like to see it in action:
http://www.flashguru.co.uk/maelstrom/
The spaceship thing is very cool as John pointed out! Will the author please
step forward with a URL? ;)
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Mark Winterhalder
> Sent: 08 August 2005 15:50
> To: Open Source Flash Mailing List
> Subject: Re: [osflash] Flash 8 Samples
>
> > Perlin noise functions can be used to simulate natural
> phenomena and
> > landscapes, such as wood grain, clouds, and mountain
> ranges. In most
> > cases the output of a Perlin noise function is not
> displayed directly
> > but is used to enhance other images and give them
> pseudo-random variations.
>
> i know what it does, but i don't know what to pass as
> arguments :) i've searched around a bit what it takes in
> other environments, but wasn't successful. can you give us an
> example? if you mustn't give us code yet, a very simple swf
> to, erm... "look at" would be great :)
>
> mark
>
>
> On 8/8/05, john grden <[EMAIL PROTECTED]> wrote:
> > Perlin noise functions can be used to simulate natural
> phenomena and
> > landscapes, such as wood grain, clouds, and mountain
> ranges. In most
> > cases the output of a Perlin noise function is not
> displayed directly
> > but is used to enhance other images and give them
> pseudo-random variations.
> >
> > One great example I just saw the other week was a
> spaceship applying
> > a cloaking effect where it wharped out completely (I swear
> he said it
> > was perlinNoise). was the coolest thing I'd seen in a long time
> >
> > On 8/8/05, Mark Winterhalder <[EMAIL PROTECTED]> wrote:
> > > > We've been told that we can answer questions and share
> SWF's with
> > > > the community ;)
> > >
> > > cool -- what about that "perlinNoise" in BitmapData? :)
> > >
> > > mark
> > >
> > >
> > >
> >
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> >
> >
> >
>
>
> --
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