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	<title>Hannes Moser &#187; Flash</title>
	<atom:link href="http://impossiblearts.com/blog/category/general/flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://impossiblearts.com/blog</link>
	<description>Games, Web &#38; Design</description>
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		<title>Flash Workshop at Wifi Salzburg</title>
		<link>http://impossiblearts.com/blog/2008/01/flash-workshop-at-wifi-salzburg/</link>
		<comments>http://impossiblearts.com/blog/2008/01/flash-workshop-at-wifi-salzburg/#comments</comments>
		<pubDate>Thu, 17 Jan 2008 23:43:43 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2008/01/18/flash-workshop-at-wifi-salzburg/</guid>
		<description><![CDATA[There is a 3-day Flash workshop, starting today at the Wifi Salzburg. I am going to train some basic flash knowledge and there is also a little keynote. I will put the sheets online in the next days. Btw. this blog has been added to the Adobe MXNA weblog.]]></description>
			<content:encoded><![CDATA[<p>There is a 3-day Flash workshop, starting today at the Wifi Salzburg. I am going to train some basic flash knowledge and there is also a little keynote. I will put the sheets online in the next days.</p>
<p>Btw. this blog has been added to the <a href="http://weblogs.macromedia.com/mxna/">Adobe MXNA weblog</a>.</p>
]]></content:encoded>
			<wfw:commentRss>http://impossiblearts.com/blog/2008/01/flash-workshop-at-wifi-salzburg/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Particle2D: SurfaceEmitter</title>
		<link>http://impossiblearts.com/blog/2007/12/particle2d-surfaceemitter/</link>
		<comments>http://impossiblearts.com/blog/2007/12/particle2d-surfaceemitter/#comments</comments>
		<pubDate>Wed, 26 Dec 2007 21:03:44 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/12/26/particle2d-surfaceemitter/</guid>
		<description><![CDATA[Some demos of the new emitter type &#8220;SurfaceEmitter&#8221;. The surface emitter has some useful options. You could decide if to emit from transparent areas or not(see the examples below) and best of all, you could set up a grid resolution parameter for the surface. Think about a large photo, there is not enough CPU-power to [...]]]></description>
			<content:encoded><![CDATA[<p>Some demos of the new emitter type &#8220;SurfaceEmitter&#8221;. The surface emitter has some useful options. You could decide if to emit from transparent areas or not(see the examples below) and best of all, you could set up a grid resolution parameter for the surface. Think about a large photo, there is not enough CPU-power to emit 20.000+ particles per second, so you have the possibility to create a grid of tiles from the surface.</p>
<p>See how you could change the grid.</p>
<pre class="brush: as3;">
myEmitter = new SurfaceEmitter(x, y, surface);
myEmitter.gridResolution = 5;
</pre>
<p>If you have f.e. an image with a resolution of about 100&#215;100 pixel, the emitter will render only 20&#215;20 tiles. And for sure you have all the possibilities with the surface emitter that you have with the other emitter types(gravity, post effects, etc.). For difficult images you could also set the particle-concentration parameter to prevent performance issues. Last but not least, you could choose between color-matching on or off. And for sure, the surface emitter parameters are fully animateable.</p>
<p>This is the PNG-file i have used to emit from.<br />
<img src='http://impossiblearts.com/blog/wp-content/uploads/2007/12/letter_p.png' alt='letter_p.png' /></p>
<p>SurfaceEmitter, 300pps, grid-resolution of 2, particle-concentration of 10, no emit from transperant areas<br />
(Move your mouse over the app to start the emit-process)<br />

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			id="fm_Particles_1_860373826"
			class="flashmovie"
			width="400"
			height="320">
	<param name="movie" value="http://impossiblearts.com/projects/particle2d/Particles_1.swf" />
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			data="http://impossiblearts.com/projects/particle2d/Particles_1.swf"
			name="fm_Particles_1_860373826"
			width="400"
			height="320">
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<p>SurfaceEmitter, 300pps, grid-resolution of 2, particle-concentration of 10, no emit from transperant areas<br />
(Move your mouse over the app to start the emit-process)<br />

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			id="fm_Particles_2_1977500725"
			class="flashmovie"
			width="400"
			height="320">
	<param name="movie" value="http://impossiblearts.com/projects/particle2d/Particles_2.swf" />
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			data="http://impossiblearts.com/projects/particle2d/Particles_2.swf"
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<p>Finally, here you can <a href="http://impossiblearts.com/projects/particle2d/Particle2D.zip">download</a> the updated code base with a quick and dirty class documentation and a test file.</p>
<p>Ps.: I have to give a big credit to the <a href="http://labs.zeh.com.br/">developers</a> of <strong><a href="http://code.google.com/p/tweener/">Tweener</a></strong>. It&#8217;s a nice and easy-to-use tweening engine. All animations i have done for Particle2D are realized with this nice package.</p>
]]></content:encoded>
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		<title>Introducing Particle2D</title>
		<link>http://impossiblearts.com/blog/2007/12/introducing-particle2d/</link>
		<comments>http://impossiblearts.com/blog/2007/12/introducing-particle2d/#comments</comments>
		<pubDate>Sun, 23 Dec 2007 18:16:34 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/12/23/introducing-particle2d/</guid>
		<description><![CDATA[Particle2D is a ActionScript 3.0 based particle simulator. I started the development because i need an easy-to-implement and animateable particle system. During the development process for this specific project i decided to give it a try and put some time into writing a basic particle simulator framework. There are already some features included, like PostEffects [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://impossiblearts.com/projects/particle2d/Particles.html"><img src='http://impossiblearts.com/blog/wp-content/uploads/2007/12/particle2d.png' alt='Particle2D logo' border="0" /></a></p>
<p>Particle2D is a ActionScript 3.0 based particle simulator. I started the development because i need an easy-to-implement and animateable particle system. During the development process for this specific project i decided to give it a try and put some time into writing a basic particle simulator framework. There are already some features included, like PostEffects and GravitySimulation or different types of emitters(OmniEmitter, DirectionalEmitter) but there is a lot of work to do.</p>
<p><a target="_blank" href="http://impossiblearts.com/projects/particle2d/Particles.html">Have a look at the Demo here.</a></p>
<p>For the first release i want to have much more emitter types. I think surface or bitmap-emitters would be great. Also the particle-types should be extended (only shapes available until now).</p>
<p>So, now give us some code.</p>
<pre class="brush: as3;">
myEmitter = new OmniEmitter(this.stage.stageWidth / 2, this.stage.stageHeight / 2);
myEmitter.particlesPerSecond = 1000;
</pre>
<p>This two lines initializes a emitter with default values, if you want to change emitter, particleField or particle parameters you have to initialize several other objects. Have a look on how the post effects are applied.</p>
<pre class="brush: as3;">
var postEffects:ParticlePostEffect = new ParticlePostEffect();
postEffects.addPreset(ParticlePostEffect.BLUR);
postEffects.addPreset(ParticlePostEffect.OUTER_GLOW);
myEmitter.particleField.postProcessing = true;
myEmitter.particleField.postEffects = postEffects;
</pre>
<p>As you can see, the postEffects are applied to the particleField. I have implemented some presets for testing, but you can use every Filter that extends the BitmapFilter class.</p>
<p>Particle2D is designed for being a particle simulator which is animateable and reusable. For this reason there are some limitations you should know. Particle2D is not designed for creating a big amount of particles in a short time. The reason is, that the timer which triggers the particle generating process, depends on the current frame rate. The timer event is f.e. at 33 fps only called 330 times or less in a second. That means that in most cases this will be the maximum number.</p>
<p>Finally, here is a <a href="http://impossiblearts.com/projects/particle2d/particles.zip">quick and dirty developer preview</a> from Particle2D for download and testing.</p>
<p>I would recommend you to NOT use this in a real project.</p>
]]></content:encoded>
			<wfw:commentRss>http://impossiblearts.com/blog/2007/12/introducing-particle2d/feed/</wfw:commentRss>
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		<title>Avoid 0.0.25</title>
		<link>http://impossiblearts.com/blog/2007/10/avoid-0025/</link>
		<comments>http://impossiblearts.com/blog/2007/10/avoid-0025/#comments</comments>
		<pubDate>Sun, 28 Oct 2007 23:34:01 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/10/29/avoid-0025/</guid>
		<description><![CDATA[I have to debug some application today in Flash CS3 and after i removed all errors and warnings i expected that Flash would now show me the correct result. But Flash does not. I had a little mistake when i assinged a number to a variable. var myNumber:Number = 0.0.25; The problem is that neighter [...]]]></description>
			<content:encoded><![CDATA[<p>I have to debug some application today in Flash CS3 and after i removed all errors and warnings i expected that Flash would now show me the correct result. But Flash does not.</p>
<p>I had a little mistake when i assinged a number to a variable.</p>
<pre class="brush: as3;">var myNumber:Number = 0.0.25; </pre>
<p>The problem is that neighter the compiler nor the runtime error system recognized this mistake. I decide to post this, because it maybe save someones precious time.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>60 Unite for Children</title>
		<link>http://impossiblearts.com/blog/2007/10/60-unite-for-children/</link>
		<comments>http://impossiblearts.com/blog/2007/10/60-unite-for-children/#comments</comments>
		<pubDate>Tue, 16 Oct 2007 21:31:29 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/10/16/60-unite-for-children/</guid>
		<description><![CDATA[Amazing project, done by 60 artists for Unicef. Have a look at the website and how the trailer is implemented.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.60uniteforchildren.com/" title="http://www.60uniteforchildren.com/" target="_blank">Amazing project</a>, done by 60 artists for Unicef. Have a look at the website and how the trailer is implemented.</p>
<p><img src="http://impossiblearts.com/blog/wp-content/uploads/2007/10/60uniteforchildren.jpg" alt="60 Unite for Children" /></p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Flash 10 Sneak Peek</title>
		<link>http://impossiblearts.com/blog/2007/10/flash-10-sneak-peek/</link>
		<comments>http://impossiblearts.com/blog/2007/10/flash-10-sneak-peek/#comments</comments>
		<pubDate>Mon, 08 Oct 2007 10:51:25 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/10/08/flash-10-sneak-peek/</guid>
		<description><![CDATA[There is a youtube video from MAX where some guys from Adobe show the new features of Flash 10. I like the IK(inverse kinematics) part.]]></description>
			<content:encoded><![CDATA[<p>There is a youtube video from MAX where some guys from Adobe show the new features of Flash 10. I like the IK(inverse kinematics) part.<br />
<br />
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]]></content:encoded>
			<wfw:commentRss>http://impossiblearts.com/blog/2007/10/flash-10-sneak-peek/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FP: Hardware Accelerated 3D</title>
		<link>http://impossiblearts.com/blog/2007/10/fp-hardware-accelerated-3d/</link>
		<comments>http://impossiblearts.com/blog/2007/10/fp-hardware-accelerated-3d/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 09:05:22 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/10/04/fp-hardware-accelerated-3d/</guid>
		<description><![CDATA[At Lee Brimelow&#8217;s Blog there is an interview with the Adobe Senior Product Manager for Flash Player and they talk about hardware acceleration for the new 3D features of Flash Player 10. http://theflashblog.com/?p=286 If this become true, Flash will trump them all.]]></description>
			<content:encoded><![CDATA[<p>At Lee Brimelow&#8217;s Blog there is an interview with the Adobe Senior Product Manager for Flash Player and they talk about hardware acceleration for the new 3D features of Flash Player 10.</p>
<p><a href="http://theflashblog.com/?p=286" title="http://theflashblog.com/?p=286" target="_blank">http://theflashblog.com/?p=286</a></p>
<p>If this become true, Flash will trump them all.</p>
]]></content:encoded>
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		<title>Just ordered</title>
		<link>http://impossiblearts.com/blog/2007/09/just-ordered/</link>
		<comments>http://impossiblearts.com/blog/2007/09/just-ordered/#comments</comments>
		<pubDate>Thu, 20 Sep 2007 21:13:08 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/09/20/just-ordered/</guid>
		<description><![CDATA[I hope the delivery is soon in my &#8220;death-cold-hands&#8221;. NASA (National-Action-Script-Association), muahahaha Ps.: An die Fr. Jellinek, nach dem ich dank rechtschreibkorrigierendem Fremdwirken jetzt endgültig jede Selbsicherheit beim englischen Schreiben verloren habe, ich habe über den Begriff lebende Fremdsprache nachgedacht und welche wirren Konstruktionen im Deutschen gebraucht werden, ich bin der Meinung man kann alles [...]]]></description>
			<content:encoded><![CDATA[<p>I hope the delivery is soon in my &#8220;death-cold-hands&#8221;.</p>
<p>NASA (National-Action-Script-Association), muahahaha</p>
<p><img src="http://impossiblearts.com/blog/wp-content/uploads/2007/09/51k1rtfqial_ss500_.jpg" alt="51k1rtfqial_ss500_.jpg" /></p>
<p><img src="http://impossiblearts.com/blog/wp-content/uploads/2007/09/513onvq0cl_ss500_.jpg" alt="513onvq0cl_ss500_.jpg" /></p>
<p>Ps.: An die Fr. Jellinek, nach dem ich dank rechtschreibkorrigierendem Fremdwirken jetzt endgültig jede Selbsicherheit beim englischen Schreiben verloren habe, ich habe über den Begriff lebende Fremdsprache nachgedacht und welche wirren Konstruktionen im Deutschen gebraucht werden, ich bin der Meinung man kann alles schreiben, so lange es jemand lesen kann.</p>
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		<item>
		<title>I wonder</title>
		<link>http://impossiblearts.com/blog/2007/09/im-wondering/</link>
		<comments>http://impossiblearts.com/blog/2007/09/im-wondering/#comments</comments>
		<pubDate>Mon, 17 Sep 2007 20:06:23 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/09/17/im-wondering-me/</guid>
		<description><![CDATA[about some people today. The crazy taxi driver who gets me to work today(traffic lights always turned to red when he is starting to get above the crossroads) The beautiful blond, sitting at Mc Donald&#8217;s, i am sure there was no gram fat on her gorgeous body. Kevin Sweeney Who the hell is Kevin Sweeney. [...]]]></description>
			<content:encoded><![CDATA[<p>about some people today.</p>
<ul>
<li>The crazy taxi driver who gets me to work today(traffic lights always turned to red when he is starting to get above the crossroads)</li>
<li>The beautiful blond, sitting  at Mc Donald&#8217;s, i am sure there was no gram fat on her gorgeous body.</li>
<li><a href="http://www.kevinsweeneydesign.com/" title="http://www.kevinsweeneydesign.com/" target="_blank">Kevin Sweeney<span id="more-295"></span></a></li>
</ul>
<p>Who the hell is Kevin Sweeney. Kevin is <a href="http://www.thinkswedish.com/index.html#ContentHolder:feed=blog&amp;Entries:0=entry+1=880" title="http://www.thinkswedish.com/index.html#ContentHolder:feed=blog&amp;Entries:0=entry+1=880" target="_blank">featured</a> in the current edition of <a href="http://www.computerarts.co.uk/" title="http://www.computerarts.co.uk/" target="_blank">Computer Arts</a> magazine and he is an employee at the &#8220;we-want-to-be-pixar-for-interactivity&#8221; company, called <a href="http://www.fantasy-interactive.com/" title="http://www.fantasy-interactive.com/" target="_blank">Fantasy Interactive</a>. I like Fantasy Interactive since the days they have called themselfes Fantasy Interfaces. They do a great work on everything what is about Flash Platform and Design/Typography and maybe these <a href="http://www.thinkswedish.com" title="http://www.thinkswedish.com/" target="_blank">swedish</a> ones, are the most advanced in the business.</p>
<p>But as i have read <a href="http://www.kevinsweeneydesign.com/lab/2007/07/14/am-i-the-only-person-not-impressed-by-papervision/" title="http://www.kevinsweeneydesign.com/lab/2007/07/14/am-i-the-only-person-not-impressed-by-papervision/" target="_blank">this article</a> about <a href="http://blog.papervision3d.org/" title="http://blog.papervision3d.org/" target="_blank">Papervision3D</a> from Kevin, my hair stood on end. Sure, the date of the article is right 2 month ago but as most of you know in July it was predictable that Papervision3D will become a powerful tool and it will be possible to integrate it into daily production pipeline. This was simply an unprofessional statement from Kevin and so he is the third person today i&#8217;m wondering about. I like Papervision3D much and i have used it for 2 small projects now. It simply works(in AS 2.0 and AS 3.0). Papervision3D has an extremely robust code base and is easy to use. The API is simply great and the possibility to use Collada for Object-Import is wonderful. And what is most impressing, the project is used in big project and it integrates seamlessly as you can <a href="http://www.rhythmoflines.co.uk/" title="http://www.rhythmoflines.co.uk/" target="_blank">see here</a>.</p>
<p>Thumbs up to the dev team of Papervison3D.</p>
]]></content:encoded>
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		<title>Impulses</title>
		<link>http://impossiblearts.com/blog/2007/09/impulses/</link>
		<comments>http://impossiblearts.com/blog/2007/09/impulses/#comments</comments>
		<pubDate>Sun, 16 Sep 2007 17:00:14 +0000</pubDate>
		<dc:creator>Hannes Moser</dc:creator>
				<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://impossiblearts.com/blog/2007/09/16/impulses/</guid>
		<description><![CDATA[I have started some experiments with autarkic objects and impulse behaviours. Here is a little experiment. Slider 1 is for changing trigger time, Slider 2 for maximum scale of an object. 
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			<content:encoded><![CDATA[<p>I have started some experiments with autarkic objects and impulse behaviours. <span id="more-293"></span>Here is a little experiment. Slider 1 is for changing trigger time, Slider 2 for maximum scale of an object.<br />

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			id="fm_impulstriggertest_1384671739"
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	<param name="wmode" value="transparent" />
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			data="http://impossiblearts.com/blog/wp-content/uploads/2007/09/impulstriggertest.swf"
			name="fm_impulstriggertest_1384671739"
			width="480"
			height="400">
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