How to Tame Entropy.
Hello. I'm Brad Sedito. Here's something i've been working on for quite some time now:
Part one of my research into taming entropy.
Run this for about a minute, and watch this system bring order, to itself.
This is an endeavor into developing an algorithm that can bring order to any system of particles/entities that appear to be experiencing irreversible entropy.
/**
* Copyright bradsedito ( http://wonderfl.net/user/bradsedito )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/cvwK
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.events.Event;
import flash.filters.BitmapFilterQuality;
import flash.filters.BlurFilter;
import flash.geom.Point;
import net.hires.debug.Stats;
public class MPAngelo2 extends Sprite
{
private const NUM_P : uint = 222222;
private var p__ : Particle3D;//Particle;
private var buf : Vector.<uint>;
private var bmd : BitmapData;
private var ofscr : BitmapData;
private var blur : BlurFilter;
private var dstp : Point;
private var fcnt : int;
private var stats:Stats = new Stats();
public function MPAngelo2()
{
stage.stageFocusRect = mouseEnabled = mouseChildren = tabEnabled = tabChildren = false;
//stage.scaleMode = 'noScale';
//stage.align = 'TL';
stage.quality = 'high';
stage.frameRate = 64;
opaqueBackground = 0x0;
stage.addChild( stats );
//ENTRY POINT:
/*trace( "xPos: " + p.x );
trace( "yPos: " + p.y );
trace( "zPos: " + p.z );*/
var p : Particle3D = p__ = new Particle3D();
//var p : Particle = p__ = new Particle();
var n : uint = NUM_P;
while (--n != 0)
{
var f : Number = n / NUM_P;
var a : Number = f * (Math.PI * 2);
var aa : Number = (1 / f) * (Math.PI * 2);
var fuz : Number = 0.85 + 0.15 * Math.random();
p.x = p.dx = 256 + (2048 - (1024 * Math.cos(aa * fuz) * fuz)) * Math.cos(a * fuz);
p.y = p.dy = 256 + (2048 - (1024 * Math.sin(aa * fuz) * fuz)) * Math.sin(a * fuz);
//p.z = p.dz = 256 + (2048 - (1024 * Math.sin(aa * fuz) * fuz)) * Math.tan(a * fuz);
if (f < 0.5)
{
p.rr = 5;
p.gg = 3;
p.bb = 1;
}
else
{
p.rr = 1;
p.gg = 3;
p.bb = 5;
}
p = p.next = new Particle3D();
//p = p.next = new Particle();
}
bmd = new BitmapData(512, 512, false, 0x0);
ofscr = bmd.clone();
buf = new Vector.<uint>(512 * 512, true);
var bm : Bitmap = new Bitmap(bmd);
bm.x = bm.y = (465 - 512) / 2;
bm.opaqueBackground = 0x0;
addChild(bm);
blur = new BlurFilter(6, 8, BitmapFilterQuality.HIGH);
dstp = new Point();
stage.addEventListener(Event.ENTER_FRAME, oef);
}
private function oef(e : Event) : void
{
fcnt++;
var t : Number = (fcnt & 131071) / 131072;
var rx : Number = Math.cos(t);
var ry : Number = Math.sin(t);
ofscr.applyFilter(bmd, bmd.rect, dstp, blur);
var buf : Vector.<uint> = ofscr.getVector(ofscr.rect);
var p:Particle3D = p__;
//var p : Particle = p__;
while (p != null)
{
var dx : int = p.dx - 256;
var dy : int = p.dy - 256;
p.dx = 256 + (rx * dx) - (ry * dy);
p.dy = 256 + (rx * dy) + (ry * dx);
p.x += (p.dx - p.x) >> 4;
p.y += (p.dy - p.y) >> 7;
var pos : uint = ((p.y & 511) << 9) + (p.x & 511);
var c : uint = buf[pos];
var r : uint = (c >> 16 & 0xFF) + p.rr;
var g : uint = (c >> 8 & 0xFF) + p.gg;
var b : uint = (c & 0xFF) + p.bb;
if (r > 0xFF) r = 0xFF;
if (g > 0xFF) g = 0xFF;
if (b > 0xFF) b = 0xFF;
buf[pos] = r << 16 | g << 8 | b;
p = p.next;
}
bmd.setVector(bmd.rect, buf);
}
}
}
internal class Particle
{
public var next : Particle;
public var rr : uint;
public var gg : uint;
public var bb : uint;
public var x : int;
public var y : int;
public var dx : int;
public var dy : int;
}
internal class Particle3D
{
public var next : Particle3D;
public var rr : uint;
public var gg : uint;
public var bb : uint;
public var x : int;
public var y : int;
public var z : int;
public var dx : int;
public var dy : int;
public var dz : int;
}
// [SWF(width = '465', height = '465')]