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	<title>Tyler Egeto</title>
	<link>http://blog.tyleregeto.com</link>
	<description>Flash Design Canadian Designer</description>
	<lastBuildDate>Tue, 18 Nov 2008 23:00:15 +0000</lastBuildDate>
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	<item>
		<title>Meta balls</title>
		<description>Here are some bitmap based meta balls in AS3. They definitely make Flash work hard (too many distance calculations). Currently it redraws every pixel on the frame refresh. A big optimization would be to first determine the ranges of pixels that need to be updated then only draw those ones, ...</description>
		<link>http://blog.tyleregeto.com/?p=123</link>
			</item>
	<item>
		<title>Particle Systems</title>
		<description>I have been playing around with particles and in the process developing a particle system. The system supports a number of features, including persistent forces, which can be used to simulate gravity or wind, particles, connectors, effectors, plus some more features on the horizon such as emitters.

In this experiment I ...</description>
		<link>http://blog.tyleregeto.com/?p=122</link>
			</item>
	<item>
		<title>ZendAMF - hello world</title>
		<description>Update: Lee Brimelow has post a video tutorial going over this as well, he is more detailed and its in video form, so check it out here: Lee's video tutorial

Wade Arnold has been hard at work implementing AMF support into the Zend Framework. As someone who uses AMFPHP (another AMF ...</description>
		<link>http://blog.tyleregeto.com/?p=121</link>
			</item>
	<item>
		<title>Moving Lines</title>
		<description>Here is a small line experiment. The swf is rendering 150 unique lines made up of 5000 shape instance, it can support quite a few more, but it becomes way too cluttered. This is based on an old Kieth Peters experiment from back in Oct 2003.

[kml_flashembed movie="http://tyleregeto.com/flash/lines.swf" height="300" width="500" /] </description>
		<link>http://blog.tyleregeto.com/?p=120</link>
			</item>
	<item>
		<title>Flow Fields</title>
		<description>I have been playing with bitmapData object a lot lately, mostly because they are so cool. In this post I am going to go over working with perlin noise on a BitmapData object, and using that data to create a flow field.

Making some (perlin) noise

Drawing perlin noise onto a bitmapData ...</description>
		<link>http://blog.tyleregeto.com/?p=119</link>
			</item>
	<item>
		<title>creating a simple particle system</title>
		<description>This week I decided to go over creating a basic particle system. Particle systems are fun to play with, and as you will soon find out, easy to start experimenting with.

the Particle Object

First we will create a particle object. For our particle object, we will extend the Bitmap Class. We ...</description>
		<link>http://blog.tyleregeto.com/?p=116</link>
			</item>
	<item>
		<title>Do you get enough calcium?</title>
		<description>

We have just recently launched a new project at work for the BC Dairy Foundation. The site, Calcium Calculator, helps users judge if they have enough calcium in their diet. You can check it out here: Calcium Calculator

Technical notes: AS2, (*probably* the last one of those!) </description>
		<link>http://blog.tyleregeto.com/?p=115</link>
			</item>
	<item>
		<title>Pixel Tutorial</title>
		<description>But first...

This is the first tutorial in a collaborative project between Brett Forsyth of TheStem.ca, Pablo Kraus of pablokreative.com, and myself, where each week we will each be writing and posting a tutorial on our sites. Look forward to a growing collection of diverse tutorials. Note however, I will be ...</description>
		<link>http://blog.tyleregeto.com/?p=114</link>
			</item>
	<item>
		<title>pixels</title>
		<description>This is a fun little demo. Working with the bitmapData object and simple chase formula to move each pixel individually.

[kml_flashembed movie="http://tyleregeto.com/flash/pixel-v2.swf" height="400" width="500" /]

Grab the source here. </description>
		<link>http://blog.tyleregeto.com/?p=113</link>
			</item>
	<item>
		<title>More chain linking</title>
		<description>Continuing with chain linking, I fixed the biggest issue with the previous version, which was that when easing it would never pass the middle point, which is unnatural. Now it swings back and forth until it comes to a it's resting point, with a few otehr changes this version is ...</description>
		<link>http://blog.tyleregeto.com/?p=112</link>
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