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johnblackburne.blogspot.com

The Act

Actionscript, maths and game design. Monday, 21 May 2012. New shader, new screenshots. Monday, 14 May 2012. Angle between two 3D vectors. This is something I noticed the other day. Someone had posted a method for finding the angle between two vectors in three dimensions, using the dot product and inverse cosine. But there is better approach, i.e. one that is generally more efficient, is certainly more accurate for some vectors, and can be more informative. Friday, 11 May 2012. Another Pixel Bender bug.

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The Act | johnblackburne.blogspot.com Reviews
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Actionscript, maths and game design. Monday, 21 May 2012. New shader, new screenshots. Monday, 14 May 2012. Angle between two 3D vectors. This is something I noticed the other day. Someone had posted a method for finding the angle between two vectors in three dimensions, using the dot product and inverse cosine. But there is better approach, i.e. one that is generally more efficient, is certainly more accurate for some vectors, and can be more informative. Friday, 11 May 2012. Another Pixel Bender bug.
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The Act | johnblackburne.blogspot.com Reviews

https://johnblackburne.blogspot.com

Actionscript, maths and game design. Monday, 21 May 2012. New shader, new screenshots. Monday, 14 May 2012. Angle between two 3D vectors. This is something I noticed the other day. Someone had posted a method for finding the angle between two vectors in three dimensions, using the dot product and inverse cosine. But there is better approach, i.e. one that is generally more efficient, is certainly more accurate for some vectors, and can be more informative. Friday, 11 May 2012. Another Pixel Bender bug.

INTERNAL PAGES

johnblackburne.blogspot.com johnblackburne.blogspot.com
1

The Act: Pixel Bender bug

http://www.johnblackburne.blogspot.com/2012/04/pixel-bender-bug.html

Actionscript, maths and game design. Thursday, 19 April 2012. The circular gradient fill shader. I wrote yesterday took more time than expected as for a while it would not work: more specifically it worked fine in Pixel Bender Toolkit but not in Flash. And it failed in a particular way: on use it would instantly lock up rather than fail with an error or produce the wrong result. I posted both versions of the shader code to the Pixel Bender forum. Http:/ forums.adobe.com/message/4346479#4346479.

2

The Act: 2012-04-29

http://www.johnblackburne.blogspot.com/2012_04_29_archive.html

Actionscript, maths and game design. Friday, 4 May 2012. I made another shader today. Nothing that interesting as its a variation on one Id done before, but as I added it I uncommented out a line in the game which I must have disabled while trying to fix the shader bug. Two weeks ago. And the bug re-appeared. Thankfully as I knew it was a shader bug and knew the last change Id done it was easy to undo, but it was surprising as I thought Id fixed it in the shader code. Tuesday, 1 May 2012.

3

The Act: New shader, new screenshots

http://www.johnblackburne.blogspot.com/2012/05/new-shader-new-screenshots.html

Actionscript, maths and game design. Monday, 21 May 2012. New shader, new screenshots. The other thing I did was write a new shader, actually a combination of two others, that desaturates and blurs the game, to be used for a 'fade out when paused' effect. It's a first pass at it so could be tweaked, or have more parameters exposed, if necessary. 11 January 2014 at 04:04. MrJohn Blackburne please give me your email , i have an important question to you .yoy , thanks. Subscribe to: Post Comments (Atom).

4

The Act: 2012-04-08

http://www.johnblackburne.blogspot.com/2012_04_08_archive.html

Actionscript, maths and game design. Thursday, 12 April 2012. Post I wondered how easy it would be to use the mathematics in a shader. This would be a natural way to extend my cross product shader. Replacing the simple product in that with a more general geometric product. In mathematics there are a number of ways to multiply two vectors. The most common is the dot product. Which works for any two vectors of the same size. In three dimensions theres the cross product. 160;×  c. Sunday, 8 April 2012.

5

The Act: Cross product shader

http://www.johnblackburne.blogspot.com/2012/03/cross-product-shader.html

Actionscript, maths and game design. Tuesday, 27 March 2012. This is something I did to try out the mathematical functions in Pixel Bender's shader language. I also wanted to work out how to upload an image to Wonderfl, and upload another more interesting shader example to there. Seeing how its turned out I can't imagine using in game though with a bit of work it could produce some interesting effects which might be useful. The shader simply does a cross product. Ortho = col. xyz. Ortho = ortho * 2.0.

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The Act

Actionscript, maths and game design. Monday, 21 May 2012. New shader, new screenshots. Monday, 14 May 2012. Angle between two 3D vectors. This is something I noticed the other day. Someone had posted a method for finding the angle between two vectors in three dimensions, using the dot product and inverse cosine. But there is better approach, i.e. one that is generally more efficient, is certainly more accurate for some vectors, and can be more informative. Friday, 11 May 2012. Another Pixel Bender bug.

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