The intersection of two circles, generates a straight line, but if we change the relative position of the circles, the intersections can be used to create this:
Till now, all methods for simulate 2D water ripples that I found in actionscript, are based on the same principle.
A simple and relatively fast algorithm, that I found here.
The base of this algorithm, is the relation between the speed of the wave and their previous values of position. For that, we need to store the last two states of the water in two arrays.
» Keep Reading : 2D Water Ripples With Perspective
In this experiment with actionscript 3.0,
I'll be playing around with 100.000 to 300.000 particles at a time.
Create particles is really easy in actionscript, and I'm always doing lots of experiments with lots of sprites or movieClips, and then move then around.
But the problem is that it doesn't take long to have so many particles on the stage that Flash can no longer handle it.
In fact, depending on the code you use for interacting btween this particles, it really doesn't take that many Sprites on the stage at all for Flash to start falling apart.
» Keep Reading : Moving Lots of Particles with ActionScript
The year was 1979, and video games had, lets say...
lets resources available that today.
The main Asteroids game uses only 6 KB of ROM code and another 2 KB of vector ROM contains the main graphical elements, less resources that this html page.
That didn't matter to me, and loots of people of my generation, who spend a lot of time, and money, playing asteroids.