# \[3D debris\]

**URL:** <https://forum.kirupa.com/t/3d-debris/276862>\
**Category:** open source\
**Created:** [December 4, 2008, 1:51pm UTC](https://forum.kirupa.com/t/3d-debris/276862 "2008-12-04T13:51:59Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![pwdVergesser](https://avatars.discourse-cdn.com/v4/letter/p/d2c977/32.png) [@pwdVergesser](https://forum.kirupa.com/u/pwdVergesser)\
**Post date:** [December 4, 2008, 1:51pm UTC](https://forum.kirupa.com/t/3d-debris/276862/1 "2008-12-04T13:51:59Z")

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I´ve played a bit with Flash10 new 3D-features. So here´s my first release called “debris pattern”. So this pattern is fragmented into 42 individual 3d cubes (the amount of cubes is adjustable on demand), each one rotates distinctly, moves along the Z-axis, and all these processes perform by having ~40 fps constantly (pretty fast I think).

The whole snippet would remain on that limit if I wouldn´t plug several filters and blendMode´s on it. Lastly, I couldn´t deny to add my [smudge shader-filter](http://www.dasprinzip.com/prinzipiell/2008/05/30/smudge/) (activate it with a mouse-click on stage), and this factor bursts every performance… but still looks interesting.

[![](http://forum.kirupa.com/uploads/kirupa/5055/455eb69e7efb307b.jpg)](http://www.dasprinzip.com/prinzipiell/2008/12/04/debris-pattern/)  
[Launch.](http://www.dasprinzip.com/prinzipiell/2008/12/04/debris-pattern/)

After all, the one thing that´s a bit sadly is the clipping when z-sorting the pattern - it appeals very clumsy. I mean, you can see that each single cube is actually flat… “But Hey”, you can´t have everything.

Cheers.  
pwd
