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Dynamically generated balls

I spent 1.5 hours late last night playing around with Flash animation for the madlib karaoke project. The idea behind the project is that the music video dynamically generates based upon movement from the performer. The aesthetic we are going for is dropping LSD in a toy store in Tokyo.

This initial foray is rather simple, where it creates a series of balls, each of which grows and moves based on randomized factors, but tend towards where the mouse is clicking.

100 Random Ballz 4 Jonny
(Jonny Rauberts is the talented designer working on the project, who had nothing to do with the craptastic stylings I used for this animations.)

The main concern moving forward on this side is how much Flash will be able to computationally generate. This example is rather choppy, and changing the amount of data being crunched worsens and lessens the flickering effect the balls have. I left this example a bit choppy to illustrate. Flash has some nice effects that it can perform, but each is rather processing intensive. So, building a robust system, is going to be, in part, figuring out what can be pregenerated and controlled via flash, and what Flash can draw itself based on whatever algorithms I write.

Since this is Karaoke, Flash can not be allowed to do its typical, slow down and think about it for a while method. It has to run smoothly, and synchronize to the audio track. I’m even thinking of having Flash output to some type of video mixer, and another processor handle outputting video, so that I can handle the intense processing, and ensure synchrony between the two.

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