I should also mention my codes on Wonderfl; for more complex or extensive examples I would post them there then write about them in a post. In particular many of my shader posts and collision/dynamics posts have accompanying example there, so it serves as an index of some of my more substantial examples.
Now I've reached this point I'll be easing back on the schedule of posting, no longer posting every day/five days a week. Posts may get more substantial as I stop posting just a screenshot and paragraph and have more to write on any one topic.
Bug Tunnel Defense; on my last game, some re-posted from my last blog:
- Bug Tunnel Defense
- Bug Tunnel Defense information
- Bug Tunnel Defense: Tunnels
- Bug Tunnel Defense: First Screenshots
- Less is More
- Bug Tunnel Defense: Names
- Bug Tunnel Defense release notes
- Bug Tunnel Defense: Levels
Screenshots; all from my current game, working name "Rings". I started posting these very early, days after I started work on the game, so they start off very primitive:
- New screenshot
- New screenshot
- Another screenshot
- Another screenshot
- New screenshot, Flex update
- Screenshot and update
- Screenshots
- New Screenshot
- Linked lists + screenshots
- Screenshots
- More shaders
- Shaders
- Another screenshot
- Shader from string
- A simple shader
- Shader vs. ActionScript
- More shaders
- Game of Life shader
- 3-channel Game of Life Shader
Flex; while working on this game I started using Flex and recorded my progress with it:
Maths; on various two-dimensional mathematics topics:
- Matrices
- More matrices
- Direction
- Angle-free rotation
- Complex numbers
- Trig-free rotation blending
- Varying the rotation speed
- Accuracy
- Angles
- Varying speed rotation with complex numbers
- More on angles
- Circles
- More on circles
- Circle-line incidence
- Circle-line intersection
- Inverse trigonometry
- Angle between two vectors
- Lines
- Perp dot product
- Circle-circle intersection
- Collision theory
- Trig performance test
Collisions; how to do collisions in two dimensions:
Optimisation; on writing better, faster code:
- A faster random
- On optimisation
- Accessors are slow
- getters and setters are evil
- getters and built-in classes
- setter performance test, conclusion
- Accessing members by name
- Dereferencing array members
- Notes on testing
- Fast path member access
- Another screenshot
- Half-angle formulae
- Flash isn't slow
- Trig performance test
- Practical optimisation
- Twips
- The Colourise class
- Header files
- More on Colours
- Distance check
- The JIT compiler and constructors
- The Bitfield class
- My Textfield class
- My 2D Vector class - and why I no longer use it
- A faster random
- String to ByteArray
BitmapData; on this particular class and its uses:
- Drawing a bitmap
- JPEG data with alpha
- More on copyPixels
- Why BitmapData?
- BitmapData recolouring
- Drawing a pie chart
- Text revisited
- Practical optimisation
Vector graphics; using the Graphics class in ActionScript:
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