Seems like everyone’s been programming particles lately. I was reminded of some stuff I was doing in Java years ago, and realized that AS3 is now up to the challenge. So took an hour or so this afternoon and created a particle storm:

Just 1000 particles, two “suns”, and an applied blur each frame. An earlier version had 10,000 particles with no problem. It was just overkill here with the blur. I love what ActionScript has become.
this is rememeber me Planetarium from our lab )))
http://lab.parkstudio.ru/files/2006/10/batch_planetarium/planetarium.swf
Wonderful !
If you can pull off this classic algorithm for particles, then maybe I’ll consider buying your book:
http://scitation.aip.org/getabs/servlet/GetabsServlet?prog=normal&id=SJOCE3000009000004000669000001&idtype=cvips&gifs=yes
Thats unique! I love this particle. In 5 minutes waiting, the particles is flowing the two points. I hope you can add interactivity for this red points. 🙂
I too love what Actionscript has become. For some particle wave craziness, check out http://flashoid.com. Its an early port of Milkdrop visualization to AS3, blended with a webcam.
Just wanted to say Thanks for writing your book. It was invaluable as I began to learn Flash last August.
Nice man, I love this stuff.
Interesting experiment. I have been playing with PerlinNoise and alike things for a while:
http://wonderwhy-er.deviantart.com/art/Rainbow-Whirls-2-0-76544660
Writing new version in free time and thinking on adding alternatives to PerlinNoise. Like Mandelbrot and strange attractors things.
Huh. I recreated this just for fun, but I can’t seem to stop my particles from getting TOO close to the suns and go spraying all over the place.. Did you play around with values or does yours have something which handles this mathematically?
Matt, a few ways to do this, all hacks. I like to implement a max speed value. That usually settles them down. ONly problem is you need to calculate speed from x and y components, cap it at max speed, then adjust x and y component velocities accordingly.