This is an example, how to use BitmapFilters, a BlendMode and Gradients to provide some kind of aqua design.
I’ve created these flags for the WM2006 in germany. They are computed by perlinNoised displacement- bitmap.
Combine 3000 particles, a blurfilter and a new gradient colorpalette to create some nice explosions. To be implement into games.
Based on this article I could rebuild the algorithm using the BitmapData methods and BitmapFilters, which is much faster than a AVM1 loop.
Creating a flame with BitmapData.draw and paletteMap. This flame matches better in arcade games.
First attempt to create a flame with a convolution matrix and flame color palette.
A combination of a Bevel- and DisplacementMapFilter provides this kind of glass effect.
A DisplacementMapFilter creates this sphere mapping fake.