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This blog is created and maintained by the technical team at Hook in an effort to preserve and share the insights and experience gained during the research and testing phases of our development process. Often, much of this information is lost or hidden once a project is completed. These articles aim to revisit, expand and/or review the concepts that seem worth exploring further. The site also serves as a platform for releasing tools developed internally to help streamline ad development.

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Hook is a digital production company that develops interactive content for industry leading agencies and their brands. For more information visit www.byhook.com.

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42 Posts since November, 2009

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Posted on February 27th, 2013 by Parker

Conway’s Game of Life is well known in programming circles. Abstractly, it’s a set of rules applied to a grid of boolean (either on or off) cells. On each iteration, the cells in the grid evaluate their neighbors and decide whether to turn on or off.

The demo above is a WebGL and CoffeeScript implementation of a generic cellular automaton, with some slight deviations to make it extra trippy.

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Posted on July 9th, 2012 by Jake

Recently we have had a bit of time to play around with one of Google’s newer experiences, the Google Hangout. For kicks we wanted to see what all could be done with the platform. So we devised a Testbed and AS3 Bridge to flash. This allowed us (and now you) to explore all of the nooks and crannies of the Google Hangouts System. Plus, floating green dots that follow your face are just plain fun. Click through and check out the post and source to have a play!

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Posted on September 26th, 2011 by Parker

Metaballs, everyone’s favorite computer-generated globby blobs , have been around for a while. They’re the product of a rush of innovation in computer graphics during the 1980′s by the likes of Ken Perlin, Bui Tuong Phong, and Jim Blinn, when computer graphics began recognizing the need for organic shapes and shaders. The algorithm has been implemented countless times and can be astoundingly efficient and simple; the hardest part is finding something useful for them. Here is our take on it.

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Posted on May 25th, 2011 by Parker

A cover flow is a great way to display and browse through discrete content. It feels like flipping through a magazine: easy and fast, but informative. Its a natural addition to many user interfaces, but many existing implementations are like black boxes with strict display rules. You add in your elements, and you end up with iTunes 7. We needed something more generic and reusable; those were the priorities. We take a look at the built in transform property of a DisplayObject, and how that can be used to build an flexible flow

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Posted on May 3rd, 2011 by Jake

We have finally managed to get everything together so that we can release the Alchemy Source Code to our Ogg Vorbis Encoder/Decoder library for Flash! Hit link from the post and start getting your hands dirty with the source!

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Posted on March 23rd, 2011 by Jake

This episode is a bit of a catch all for some other random things that we wanted to cover in this series, like multiple file libraries, async functions, and Flash access from C. The hope is, by the time you are done reading this post (along with the last 4) you will be able to start build swcs of other libraries, or even creating your own directly in C. If this ends up being the case, please let us know, we would love to see what you guys make! Anywho, on with the show…

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Posted on March 21st, 2011 by Derek

Real-time graphics have been an obsession of mine since the day my father came home with an Atari 800xl. I spent hours copying lines of BASIC code out of magazines to play games like “Space Junk” only for my mother to come in and turn the Atari off while I was at school and flushing my hard work.

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Pony