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	<title>Comments on: Introduction to Particle Systems in Flash 9 and Actionscript 3</title>
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		<title>By: Particle System for Papervision3D &#171; Game Development Juice</title>
		<link>http://joshblog.net/2006/05/09/introduction-to-particle-systems-using-actionscript-3/#comment-144</link>
		<dc:creator>Particle System for Papervision3D &#171; Game Development Juice</dc:creator>
		<pubDate>Fri, 22 Feb 2008 18:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeuslabs.us/archives/63/introduction-to-particle-systems-using-actionscript-3/#comment-144</guid>
		<description>[...] System for&#160;Papervision3D     A few weeks ago I made some modifications to the Zeus Lab particle system for Actionscript made by Josh Tynjala . The Josh&#8217;s particle system is neat, simple and if you [...]</description>
		<content:encoded><![CDATA[<p>[...] System for&nbsp;Papervision3D     A few weeks ago I made some modifications to the Zeus Lab particle system for Actionscript made by Josh Tynjala . The Josh&#8217;s particle system is neat, simple and if you [...]</p>
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		<title>By: More Fun with Flash 9 Particle Systems &#187; Zeus Labs</title>
		<link>http://joshblog.net/2006/05/09/introduction-to-particle-systems-using-actionscript-3/#comment-143</link>
		<dc:creator>More Fun with Flash 9 Particle Systems &#187; Zeus Labs</dc:creator>
		<pubDate>Sun, 24 Sep 2006 04:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeuslabs.us/archives/63/introduction-to-particle-systems-using-actionscript-3/#comment-143</guid>
		<description>[...] Back in May, I spent some time experimenting with particle systems in Flash 9 and Actionscript 3. Thankfully, I found some time to come back to this project. I had one goal in mind: The concept of a particle system must be as flexible as possible. It could be anything from the flames and steam I created in my previous project to falling snow or even something more complex that involves artificial intelligence and flocking behaviors. [...]</description>
		<content:encoded><![CDATA[<p>[...] Back in May, I spent some time experimenting with particle systems in Flash 9 and Actionscript 3. Thankfully, I found some time to come back to this project. I had one goal in mind: The concept of a particle system must be as flexible as possible. It could be anything from the flames and steam I created in my previous project to falling snow or even something more complex that involves artificial intelligence and flocking behaviors. [...]</p>
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		<title>By: Meinte</title>
		<link>http://joshblog.net/2006/05/09/introduction-to-particle-systems-using-actionscript-3/#comment-142</link>
		<dc:creator>Meinte</dc:creator>
		<pubDate>Thu, 17 Aug 2006 13:40:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeuslabs.us/archives/63/introduction-to-particle-systems-using-actionscript-3/#comment-142</guid>
		<description>Looks like you build a pretty cool thing, I do have some issues tho (hope you don&#039;t mind):

I&#039;ve gone through your code, I noticed you never use removeChild or delete or anything to remove any particles, running your example I could see the memory usage slowly rising over time. So that&#039;s a bit of a memory leak you might want to patch.

Besides this I also wonder why you keep a particles array which holds all the particles, since Particle extends Sprite, so is allready managed and accesible through getChildAt and addChild etc. (but perhaps an array is faster access, that would be nice to know).</description>
		<content:encoded><![CDATA[<p>Looks like you build a pretty cool thing, I do have some issues tho (hope you don&#8217;t mind):</p>
<p>I&#8217;ve gone through your code, I noticed you never use removeChild or delete or anything to remove any particles, running your example I could see the memory usage slowly rising over time. So that&#8217;s a bit of a memory leak you might want to patch.</p>
<p>Besides this I also wonder why you keep a particles array which holds all the particles, since Particle extends Sprite, so is allready managed and accesible through getChildAt and addChild etc. (but perhaps an array is faster access, that would be nice to know).</p>
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		<title>By: Projects updated for Flex 2! &#187; Zeus Labs &#187; Flash and Actionscript Insights from a San Diego Developer and Designer</title>
		<link>http://joshblog.net/2006/05/09/introduction-to-particle-systems-using-actionscript-3/#comment-141</link>
		<dc:creator>Projects updated for Flex 2! &#187; Zeus Labs &#187; Flash and Actionscript Insights from a San Diego Developer and Designer</dc:creator>
		<pubDate>Fri, 07 Jul 2006 02:52:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeuslabs.us/archives/63/introduction-to-particle-systems-using-actionscript-3/#comment-141</guid>
		<description>[...] The particle system experiments haven&#039;t changed too much. I made a few minor tweaks here and there to adjust for the changes between Beta 3 and RTM and I added more documentation. Hopefully I&#039;ll find some time to do some more experiments with particles soon. [...]</description>
		<content:encoded><![CDATA[<p>[...] The particle system experiments haven&#8217;t changed too much. I made a few minor tweaks here and there to adjust for the changes between Beta 3 and RTM and I added more documentation. Hopefully I&#8217;ll find some time to do some more experiments with particles soon. [...]</p>
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