Getting a computer to draw a shape in the way that a human would requires programming in some imperfection. I show you how a fractal subdivision algorithm can be used to draw some pleasantly imperfect circles.
I modify an earlier particle effect to create colorful, fiery trails behind the particles as they fly around and bounce off circular walls.
How do you bounce particles off a circular wall? I present a simple example and discuss some of the vector mathematics behind the code.
More pretty parametric curve built out of particles. I optimize my code which creates 3D particles in a 2D canvas, by using a sprite sheet. During the testing of this effect, I have observed some interesting browser differences.
Playing with my 3D particle code some more, I draw a parametric curve which rotates in space and slowly dissolves away.
Drawing 3D objects in a 2D canvas is rather straightforward if the objects are simple dots and you’re not worried about depth-sorting. I show you a simple example of a sphere made out of dust particles which fly around and fade away. I also discuss how to properly select a point at random on a sphere, in such a way as to ensure an even distribution of points.
A simple example to illustrate the use of a sprite sheet for CPU-efficient animations. We create a sprite sheet at run time, fill it with individual frames of an animation of a growing circle, then copy from this sprite sheet later when we wish to animate a large number of circles.
A newly optimized clock made of particles. The particles take the form of digits which fly into place to form the correct time. This example features many more particles than our previous example.
A little HTML5 canvas experiment: a digital clock created from particles. The particles take the form of numerals which slide into place to display the correct current time. A repelling force pushes inactive particles away from the time display particles. Full source code available for you to experiment with.
A celestial particle effect with pleasing color changes, enhanced by the Fast Blur code from quasimondo.