Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-06-29 Thread Latcho
Original Message Follows From: clark slater [EMAIL PROTECTED] Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] Re: Biased Random Particle Distribution Date: Sat, 27 May 2006 11:58:57

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-06-29 Thread ryanm
No web site is configured at this address. Yeah, my wife lost the credit card and had to get it replaced, and I forgot to update the host. :-P It should be back up tomorrow afternoon. ryanm ___ Flashcoders@chattyfig.figleaf.com To change

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-28 Thread Ron Wheeler
PROTECTED] Reply-To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] Re: Biased Random Particle Distribution Date: Sat, 27 May 2006 11:58:57 -0700 Thanks Ron, I'm working on a dynamic portfolio component

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-27 Thread Weldon MacDonald
from a practical standpoint, something like this should work, it's difficult to be sure at 5:30 in the AM. get a random number from 1 - 10 var ranNum:Number = random(10)+1; now if ranNum is less than 4 pick a random position within x of the origin if ranNum is 6-8 select a random point within x

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-27 Thread Ron Wheeler
I was surprised that the squaring gave you any kind of banding since it should be a smooth bias. I think that the log transformation will give you less of a bias toward one side but I have not pulled out all my old stats and calculus books to check this out. It would seem that a normal

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-27 Thread clark slater
Thanks Ron, I'm working on a dynamic portfolio component for a client and I've been given static designs that I have to match. The beginning of the portfolio has a couple hundred *tiny* icons that appear spread across the stage in a non overlapping random pattern. Thing is, it's not a normal

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-27 Thread Dwayne Neckles
: [Flashcoders] Re: Biased Random Particle Distribution Date: Sat, 27 May 2006 11:58:57 -0700 Thanks Ron, I'm working on a dynamic portfolio component for a client and I've been given static designs that I have to match. The beginning of the portfolio has a couple hundred *tiny* icons that appear

[Flashcoders] Re: Biased Random Particle Distribution

2006-05-26 Thread clark slater
Here I go answering my own question. To make it more dense toward the origin, use {x,y} = {random[]^2, random[]^2}--squaring the independently generated numbers (random[]*random[] won't work). The result is a distribution with a sharp cusp at the origin--the probability is a maximum there, and

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-26 Thread Ron Wheeler
Would a formula based on logarithms give you what you want as well? You were not very specific about what you wanted the distribution to look like. Ron clark slater wrote: Here I go answering my own question. To make it more dense toward the origin, use {x,y} = {random[]^2,

Re: [Flashcoders] Re: Biased Random Particle Distribution

2006-05-26 Thread clark slater
Hi Ron, Thanks for jumping into this thread amongst the tumbleweeds. Yes, I suspect something logarithmic could work but don't know where to start. I am trying to distribute 1000 particles randomly in a rectangular distribution area, with a bias towards one side of the rectangle. Clark On