# Flash, actionscript, flex & AIR

## Urquhart Graph

In computational geometry, the Urquhart graph of a set of points in the plane, named after Roderick B. Urquhart, is obtained by removing the longest edge from each triangle in the Delaunay triangulation. Using the as3delaunay library to generate the triangulation, I then proceeded to remove the longest edge from each triangle to create the Urquhart graph. I …

## Static Distortion Effect

I am sure you have seen some games or movies that display an image that has static distortions applied to it. It kind of gives a visual representation of the static that you would get on a radio which has not been properly tuned. Some effects use this to illustrate …

## Old CRT Monitor Effect

Does anyone remember the first CRT monitors? Those monochrome ones that had the ugly refresh line, scanlines, etc. This is an attempt to recreate that feel. I got the idea from tutsplus.com. Actually I used the method there almost exactly and changed the image. This effect makes use of RGB …

## Trippy RGBShifting Effect

Have you ever seen those old effects where an image does not quite look right and is a bit off colour. It can be best described as looking trippy. This effect is achieved by shifting the RGB colour layers that make up an image. It reminds me of a really …

## Isometric Waves

Whilst looking into some processing demos over at openprocessing.org I ran into this isometric wave sketch. Each isometric tile’s height is determined by the distance it is from the center of the grid fitted to a sine curve. Animation is achieved by adding time to the distance. All I did …

## Voronoi Dungeon Generator

Continuing from the previous post on irregular shaped room generation. The idea is to make use of multiple rooms to create a dungeon. A room’s connectedness is determined by calculating a minimum spanning tree on a delaunay triangulation using a voronoi diagram from the as3-delaunay library. This ensures that all rooms are …

## Irregular Shaped Rooms / Caves

I was looking at procedural dungeon generation and found a link on how to generate irregular shaped rooms which can be included in dungeon generation. The idea is to reduce the repetition of square rooms and give a more natural look to the dungeon. I decided to implement the algorithm …

## Making a cave-like structure with worms

Growing on the idea from a previous post on making a cave-like structure, this is a different algorithm which makes use of worms / miners to dig out the initial level layout from the rock layer. Thereafter fun things are done to the level to make it look nicer. For example: …

## Making a cave-like structure

There are a lot of tutorials on the net that make use of cellular automata to generate cave-like structures. Cellular automata are easy to program and I found a C & C# implementation which I used as a base for this method. The relevant method to generate the cave is …

## Voronoi Experiment

I first encountered the Voronoi back in my honours thesis when we were redistributing points on a plane to assist in up- and down-sampling point based 3D models. At the time I was using a library that did not use the plane sweep algorithm by Steve Fortune. This made the overall …