<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" > <channel><title>Comments on: Flex 3 Truchet Tiling</title> <atom:link href="http://renaun.com/blog/2008/03/flex-3-truchet-tiling/feed/" rel="self" type="application/rss+xml" /><link>http://renaun.com/blog/2008/03/flex-3-truchet-tiling/</link> <description>My ideas on the web and mobile application/game technologies</description> <lastBuildDate>Sat, 27 Jun 2015 02:02:00 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=</generator> <item><title>By: Renaun Erickson</title><link>http://renaun.com/blog/2008/03/flex-3-truchet-tiling/#comment-360284</link> <dc:creator>Renaun Erickson</dc:creator> <pubDate>Mon, 24 Mar 2008 19:25:42 +0000</pubDate> <guid isPermaLink="false">http://renaun.com/blog/2008/03/04/252/#comment-360284</guid> <description><![CDATA[The random arc one takes one of the two arcs and defines a random number of smaller arcs, then for each of the smaller arc it randomizes the value that defines the curve points.var parts:int = int(Math.random() * tileSize / Math.min(tileSize, 8)) + 1; for (var i:int = 1;i &lt;= parts; i++) { var pointX:int = leftX + (tileSize/2*i/parts); var pointY:int = leftY + (tileSize/2*i/parts*upDown); var arcX:int = int(Math.random() * (Math.max(lastX, pointX) - Math.min(lastX, pointX))) + Math.min(lastX, pointX); var arcY:int = int(Math.random() * (Math.max(lastY, pointY) - Math.min(lastY, pointY))) + Math.min(lastY, pointY); graphics.curveTo(arcX, arcY, pointX, pointY); lastX = pointX; lastY = pointY; }]]></description> <content:encoded><![CDATA[<p>The random arc one takes one of the two arcs and defines a random number of smaller arcs, then for each of the smaller arc it randomizes the value that defines the curve points.</p><p>var parts:int = int(Math.random() * tileSize / Math.min(tileSize, 8)) + 1;<br /> for (var i:int = 1;i <= parts; i++)<br /> {<br /> var pointX:int = leftX + (tileSize/2*i/parts);<br /> var pointY:int = leftY + (tileSize/2*i/parts*upDown);<br /> var arcX:int = int(Math.random() * (Math.max(lastX, pointX) &#8211; Math.min(lastX, pointX))) + Math.min(lastX, pointX);<br /> var arcY:int = int(Math.random() * (Math.max(lastY, pointY) &#8211; Math.min(lastY, pointY))) + Math.min(lastY, pointY);<br /> graphics.curveTo(arcX, arcY, pointX, pointY);<br /> lastX = pointX;<br /> lastY = pointY;<br /> }</p> ]]></content:encoded> </item> <item><title>By: Lars</title><link>http://renaun.com/blog/2008/03/flex-3-truchet-tiling/#comment-360245</link> <dc:creator>Lars</dc:creator> <pubDate>Mon, 24 Mar 2008 18:22:41 +0000</pubDate> <guid isPermaLink="false">http://renaun.com/blog/2008/03/04/252/#comment-360245</guid> <description><![CDATA[Neat! What is the nature of the Random Arc setting? I thought at first it was just a random mixture of circular arcs and straight lines, then I thought it was hand-drawn lines, but it sort of looks like arcs at different size levels, fractal-like.Lars]]></description> <content:encoded><![CDATA[<p>Neat!<br /> What is the nature of the Random Arc setting? I thought at first it was just a random mixture of circular arcs and straight lines, then I thought it was hand-drawn lines, but it sort of looks like arcs at different size levels, fractal-like.</p><p>Lars</p> ]]></content:encoded> </item> <item><title>By: Phillip Kerman</title><link>http://renaun.com/blog/2008/03/flex-3-truchet-tiling/#comment-339216</link> <dc:creator>Phillip Kerman</dc:creator> <pubDate>Tue, 04 Mar 2008 22:03:01 +0000</pubDate> <guid isPermaLink="false">http://renaun.com/blog/2008/03/04/252/#comment-339216</guid> <description><![CDATA[Neat O!  Nice job.]]></description> <content:encoded><![CDATA[<p>Neat O!  Nice job.</p> ]]></content:encoded> </item> </channel> </rss>
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