forked from: JOINING 
    I am just going to play around a bit and see if I can come back to this once in a while and speed things up.
Now, the issue is with clustering... the more it clusters, the more dense a loop it goes through... so I just reduced some operations and checks, gave the particles more velocity, and things sped up drastically.  Still needs work though to dense clustering of points that are a larger distance away... if you slow down the initial velocities of each particle when it's instantiated, you will see what I mean.
@Original author SPANVEGA // CHRISTIAN
@Edited by: NME 
    
    
    
      
         
     
    
    
   
  /**
 * Copyright NME ( http://wonderfl.net/user/NME )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/7H94
 */
package
{
    import flash.geom.*;
    import flash.events.*;
    import flash.display.*;
    import flash.filters.*;
    import com.bit101.components.*;
    
    /**  
    Modifications in this Fork by NME A.K.A Anthony Pace
    ...
    @Original author SPANVEGA // CHRISTIAN 
    @Edited by: NME
    **/
    [ SWF (width = '465', height = '465', backgroundColor = '0x00', frameRate = '60')]
    public class JOINING extends Sprite
    {
        private var bgc:uint = 0;
        
        private var w : uint = 465, h : uint = 465;
        private var r : Rectangle = new Rectangle (0, 0, w, h);
        private var b : BRESENHAM = new BRESENHAM (w, h, false, bgc);
        private var f : BlurFilter = new BlurFilter (1.25, 1.25, 1);
        private var m : Matrix = new Matrix (), p : Point = new Point ();
        private var t : ColorTransform = new ColorTransform (1, 1, 1, 0.25);
        
        
        private var connected : Vector.<int> = new Vector.<int>(quantity, true);
        private var quantity_slider : HUISlider, distance_slider : HUISlider;
        private var pressed : Boolean = false, type : int;
        private var distance : int=90, fade : Number, step : Number, ratio : Number;
        private var quantity : int = 234, hue : Number = 53;
        private var d : Number, dx : int, dy : int;
        
        private var distanceToExp2:int, dx2_x_dy2:int;
        private var maxDistance:int = 200;//
        private var maxQuantity:int = 1000;
        //using distancePool[dx2_x_dy2] we find the stored square root
        private var distancePool:Vector.<Number> = new Vector.<Number>(maxDistance*maxDistance,true);
        
        
        private var pool : POOL, pa : POINT, pb : POINT;
        private var lines : Array = [], line : LINE;
        private var shape : BitmapData, size : int;
        
        private var negSize_div2:Number;
        private var i : int, j : int;
        public function JOINING ()
        {
            stage ? init () : addEventListener (Event.ADDED_TO_STAGE, init);
        }
        private function init (e : Event = null) : void
        {
            
            if (hasEventListener (Event.ADDED_TO_STAGE))
            {removeEventListener (Event.ADDED_TO_STAGE, init);}
            Wonderfl.disable_capture ();
            stage.scaleMode = StageScaleMode.NO_SCALE;
            stage.quality = StageQuality.LOW;
            
            var md2:int = maxDistance*maxDistance;
            for(var dpos:int = 0; dpos!=md2;++dpos){//
                distancePool[dpos] = Math.sqrt(dpos);
            }//
            graphics.beginFill (bgc, 1);
            graphics.drawRect  (0, 0, w, h);
            //
            var c : uint = 0xFFFFFFFF;
            shape = new BitmapData (size = 5, size, true, 0);
            negSize_div2 = -size*.05;
            shape.setVector (new Rectangle (0, 0, size, size), new <uint>
            [0, 0, c, 0, 0, 0, c, c, c, 0, c, c, c, c, c, 0, c, c, c, 0, 0, 0, c, 0, 0]);
            addChild (new Bitmap (b));
            gui();
            //storage / methods for pts
            pool = new POOL (0, 0, w, h);
            for (i = 0; i < quantity; i++)
            {
                pool.add (point ());
            }
            _distance ();
            //
            stage.addEventListener ('mouseDown', press_left);
            stage.addEventListener ('mouseUp',   press_left);
            stage.addEventListener ('rightMouseDown', press_right);
            stage.addEventListener ('rightMouseUp',   press_right);
            render (); 
            stage.addEventListener ('enterFrame', render);
           // var iid:uint= setInterval(render,1000/60);
        }
        private function point () : POINT
        {
            var vdr:int = 5;
            
            pa = new POINT ();
            pa.px = Math.random () * pool.width;
            pa.py = Math.random () * pool.height;
            pa.vx = -vdr + Math.random () * vdr*2;
            pa.vy = -vdr + Math.random () * vdr*2;
            return pa;
        }
        
        /*private function storedSquareRoot(n:uint):Number{
            var result:Number=distancePool[n];
           if(result==0){
                //
                result = Math.sqrt(n);
                distancePool[n]=result;
            }
            return result;
        }*/
        private function render (e : Event = null) : void
        {
            var sDx:Number=0;
            var sDy:Number=0;
            
            if (pressed)
            { check (); }
            pool.update ();
            lines.length = 0;
            b.lock ();
            b.fillRect (r, bgc);
            for (i = 0; i != quantity; i++)
            {
                pa = pool.num (i);
                for (j = quantity-1; j != i ; --j)
                {
                    pb = pool.num (j);
                    dx = pb.px - pa.px;
                    dy = pb.py - pa.py;
                    
                    dx2_x_dy2 = dx * dx + dy * dy;
                    //no need to call a sqrt function if the lines are too far right?
                    if(dx2_x_dy2 < distanceToExp2){//
                        //maybe we should be doing a lookup using the dx and dy?
                        //d  = Math.sqrt(dx2_x_dy2);
                        //d  = storedSquareRoot(dx2_x_dy2);
                        d = distancePool[dx2_x_dy2];
                            ratio = 0xFF;
                            if (d > fade)
                            {
                                ratio = 64 + ((distance - d) / step * 190);
                            }
    
                            line = new LINE ();
                            line.px = pa.px; line.py = pa.py;
                            line.tx = pb.px; line.ty = pb.py;
                            line.color = ratio << 24 | hsv2rgb ((d + hue) % 360);
                            lines.push (line);
    
                            connected [i] = connected [j] = 1;
    
                            // SPRING
                            
                            sDx = dx * 0.00025;
                            sDy = dy * 0.00025;
                            pa.vx += sDx;
                            pa.vy += sDy;
                            pb.vx -= sDx;
                            pb.vy -= sDy;//
                        
                   }
                }
            }
            
            lines.sortOn ('color', Array.NUMERIC);
            // RENDER LINES
            j = lines.length;
            for (i = 0; i < j; i++)
            {
                line = lines [i];
                b.line (line.px, line.py, line.tx, line.ty, line.color);
            }
            b.applyFilter (b, r, p, f);
            // RENDER POINTS
         
            for (i = 0; i < quantity; i++)
            {
                pa = pool.num (i);
                m.tx = ~~ (negSize_div2 + pa.px);
                m.ty = ~~ (negSize_div2 + pa.py);
                b.draw (shape, m, connected [i] == 0 ? t : null);
                
                // RESET STATUS
                connected [i] = 0;
            }
            b.unlock ();
        }
        private function check () : void
        {
            if (type == 0)
            {
                if (pool.len < quantity_slider.maximum)
                {
                    pa = point ();
                    pa.px = stage.mouseX;
                    pa.py = stage.mouseY;
                    pool.add (pa);
                    quantity += 1;
                }
            }
            if (type == 1)
            {
                if (pool.len > quantity_slider.minimum)
                {
                    pool.del (pool.len-1);
                    quantity -= 1;
                }
            }
            quantity_slider.value = quantity;
            connected = new Vector.<int>(quantity, true);
        }
        private function press_left (e : MouseEvent) : void
        {
            type = 0;
            if (e.type == 'mouseDown' && stage.mouseY < h - 25)
            {
                pressed = true;
            }
            if (e.type == 'mouseUp') { pressed = false; }
        }
        private function press_right (e : MouseEvent) : void
        {
            type = 1;
            if (e.type == 'rightMouseDown' && stage.mouseY < h - 25)
            {
                pressed = true;
            }
            if (e.type == 'rightMouseUp'){ pressed = false; }
        }
        private function gui () : void
        {
            // oh god... the with keyword.... soooo annoying
            with (Style) { 
                BACKGROUND = LABEL_TEXT = 0xFFFFFF; 
                DROPSHADOW = BUTTON_FACE = 0x000000; 
             }
            with (addChild (new Sprite ())){ 
                graphics.beginFill (0x404040, 0.25); 
                graphics.drawRect (0, 440, 465, 25); 
            }
            distance_slider = new HUISlider (this, 10, 445, 'DISTANCE', _distance);
            with (distance_slider) { 
                setSliderParams (0, maxDistance, distance); 
                width = 160; 
                labelPrecision = 0; 
                tick = 1; 
            }
            quantity_slider = new HUISlider (this, 170, 445, 'QUANTITY', _quantity);
            with (quantity_slider) { 
                setSliderParams (0, maxQuantity, quantity); 
                width = 160; 
                labelPrecision = 0; 
                tick = 1; 
            }
            var h : HUISlider = new HUISlider (this, 327, 445, 'HUE', _hue);
            h.setSliderParams (0, 360, hue); h.width = 160; h.labelPrecision = 0; h.tick = 1;
        }
        //
        private function _distance (e : Event = null) : void
        {
            distance = distance_slider.value;
            distanceToExp2 = distance*distance;
            fade = distance * 0.75;
            step = distance - fade;
        }
        private function _hue (e : Event) : void
        {
            hue = e.target.value;
        }
        private function _quantity (e : Event) : void
        {
            var num : int;
            quantity = e.target.value;
            if (quantity > pool.len)
            {
                num = quantity - pool.len;
                for (i = 0; i < num; i++)
                {
                    pool.add (point ());
                }
            }else if (quantity < pool.len)
            {
                num = pool.len - quantity;
                for (i = 0; i < num; i++)
                {
                    pool.del (pool.len-1);
                }
            }
            connected = new Vector.<int>(quantity, true);
        }
        private function hsv2rgb (h : Number = 0, s : Number = 1, v : Number = 1) : uint
        {
            var i : int = int (h / 60);
            var f : Number = h / 60 - i;
            var p : Number = v * (1 - s);
            var q : Number = v * (1 - s * f);
            var t : Number = v * (1 - s * (1 - f));//
            switch (i)
            {
                case 0: return v * 0xFF << 16 | t * 0xFF << 8 | p * 0xFF << 0;
                case 1: return q * 0xFF << 16 | v * 0xFF << 8 | p * 0xFF << 0;
                case 2: return p * 0xFF << 16 | v * 0xFF << 8 | t * 0xFF << 0;
                case 3: return p * 0xFF << 16 | q * 0xFF << 8 | v * 0xFF << 0;
                case 4: return t * 0xFF << 16 | p * 0xFF << 8 | v * 0xFF << 0;
                case 5: return v * 0xFF << 16 | p * 0xFF << 8 | q * 0xFF << 0;
            }
            return 0;
            //  http://wonderfl.net/c/dtn8
        }
    }
}
//
final class LINE
{
    public var px : Number, py : Number;
    public var tx : Number, ty : Number;
    public var color : uint;
}
//
import flash.geom.Rectangle;
final class POOL extends Rectangle
{
    private var points : Vector.<POINT>;
    private var p : POINT;
    public function POOL (x : Number, y : Number, width : Number, height : Number)
    {
        super (x, y, width, height);
        points = new <POINT> [];
    }
    public function update () : void
    {
        var i : int = len;
        while (--i > -1)
        {
            p = points [i];
            p.px += p.vx;
            p.py += p.vy;
            if (p.px < x) { p.px = x; p.vx = -p.vx; }
            if (p.py < y) { p.py = y; p.vy = -p.vy; }
            if (p.px > x + width)  { p.px = width  + x; p.vx = -p.vx; }
            if (p.py > y + height) { p.py = height + y; p.vy = -p.vy; }
        }
    }
    public function add (p : POINT) : void
    {
        points.push (p);
    }
    public function del (index : uint) : void
    {
        points.splice (index, 1);
    }
    public function mod (index : uint, p : POINT) : void
    {
        points [index] = p;
    }
    public function num (index : uint) : POINT
    {
        return points [index];
    }
    public function get len () : uint
    {
        return points.length;
    }
}
final class POINT
{
    public var px : Number, py : Number;
    public var vx : Number, vy : Number;
}
//
import flash.display.BitmapData;
final class BRESENHAM extends BitmapData
{
    // http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
    
    public function BRESENHAM (width : uint, height : uint, transparent : Boolean = true, color : uint = 0xffffff)
    {
        super (width, height, transparent, color);
    }
    public function line (x0 : int, y0 : int, x1 : int, y1 : int, color : uint = 0xffffff) : void
    {
        var dx : int = x1 - x0;
        var dy : int = y1 - y0;
        var sx : int = dx >= 0 ? 1 : -1;
        var sy : int = dy >= 0 ? 1 : -1;
        dx = dx >= 0 ? dx : -dx;
        dy = dy >= 0 ? dy : -dy;
        var err : int = dx - dy, e2 : int;
        while (true)
        {
            setPixel32 (x0, y0, color);
            if (x0 == x1 && y0 == y1) break;
            e2 = err << 1;
            if (e2 > -dy) { err -= dy; x0 += sx; }
            if (e2 <  dx) { err += dx; y0 += sy; }
        }
    }
}