This past week I worked on converting Fallink from
AS3 to OpenFL + Haxe in
an attempt to get it to run in a browser without needing Flash Player.
Performance was initially spotty but after adding some batching to the
rendering code, it runs nearly as smoothly as the Flash version. Fonts
are also kind of wonky and don’t always load properly in some browsers.
It’s not a perfect port, but considering the low amount of effort it
took to convert the code, the results are surprisingly good. It plays
well on phones too!
I took this weekend to fix the layout issues in marmphco.com that have been bothering me for a while. There were so many inconsistencies and places where things weren’t lined up properly. A lot of that is better now.
I recently joined a mobile apps team at Adobe. Now I don’t have to look nice for potential employers, so I can get rid of all the stupid braggy posturing stuff on this site. Maybe. Well, maybe not. Regardless, I thought it’d be cool to write up a list of things I’m bad at to make up for the years of “look‑how‑smart‑I‑am” garbage on this website.
Things I am Really Bad At
I will continue posting stuff like this in the coming months. I’ll try to post some of my janky old projects too.
Today I made a fun little animated demonstration of k-means clustering, using Lloyd’s algorithm and the Forgy method for initialization. Yes, I found all those fancy sounding terms on Wikipedia, At large point sizes it pretty much generates a Voronoi diagram, which is kind of cool.
Mochimedia is shutting down after March 31st. On that day, the analytics, advertising, and live updates for thousands (millions?) of flash games will go dark.
I have been using Mochibot and Mochiads since 2007, when I first started making Flash games. At the time I didn’t have my own computer, and I thought that I could make enough money through Flash games to buy one. My first game was terrible. So was the second. And the third. However, I slowly improved, and by 2009 I was able to make some not-so-crappygames, one of which even got sponsored! By 2012 I had even placed in a fewcontests.
Today my games net around 20 cents a day from Mochiads. However, I don’t really care much about losing this revenue stream. What I’m really going miss is the feeling of checking my game’s stats and seeing a spike in views. I’m going to miss the watching the little progress bar on the dashboard slowly creep up to 100%. I’m even going to miss the arguments about the merits of jigsaw puzzles on the community forums.
About a month ago I created a fancy fluid simulator for a computer graphics course. It uses GLSL shaders, not CUDA or OpenCL, to perform the simulation on the GPU, kind of like this, but with OpenGL instead of Direct3D.
It doesn’t work properly on some machines and is still kind of rough, so I’m not going to put up a download yet. Here’s a nice video instead. Wow, that’s a lot of apostrophes.