Partigen goes well beyond a simple particle generator to create a sophisticated, fully-managed engine. What does this mean? Simply put - the Partigen engine does all the hard work for you.
No worries.
And unlike random experiments and demos, Partigen is actually designed for real world Flash use. So, there's no hacking somebody else's code to try and get it to do what you want. The engine is designed to have all of the features you need, build right in.
Management
Everything that's created with Partigen is managed and tracked by the engine - there's not a single particle or emitter that gets by. Every emitter and particle has an ID that can be used to resolve the actual path, so you don't have to worry about what depth it's at or how many nested MovieClips it's under.
In fact, you really don't have to worry about anything.
All particles are removed when their life is over, so memory is managed efficiently. Naming and depth conflicts are nonexistent for particles, even when multiple emitters create particles into the same MovieClip.
No other engine comes close.
Emission Target
One of the most sophisticated features of the engine, is that it lets you choose what MovieClip particles are created in for each emitter. This is not an issue with video effects, but if you know Flash, it's very important where you create MovieClips in ActionScript, as it determines if something gets over-written, where you can access it, and what depth it's at.
Working with Flash's nested MovieClip system, you're sure to have encountered some awkward values when dealing with positioning. This gets even worse when you're trying to deal with 2 MovieClips with different parents that have entirely different x and y values, yet visually, they're at the same position. This problem is overcome with the engine's coordinate mediation system. This allows you to have an emitter, nested deep down in some parent MovieClip, yet have your particles created where they're supposed to, nested deep under another parent.
Performance and Optimizations
While no full-featured engine comes close to the performance of a homemade script that's designed specifically for one effect, Partigen is heavily optimized for the best performance possible, while still keeping full support for all AS2 versions of the Flash Player.
Designed on a 998mhz computer (that's right, less than 1ghz), the main engine was designed with performance in mind, even on slow computers. While it was painstakingly slow to develop like this, it allowed small changes in the code to show greater changes that may not even show on faster processors. This was done until every last drop of performance could be squeezed out, while of course maintaining the feature set and compatibility.
There's even some runtime features such as idle detection that will turn off emitters until the user comes back - very helpful for running Partigen in websites.
With Partigen 1.1, Twease offers a bump in performance, esp when freezing and thawing particles compared to Fuse. Oh, not to mention reducing SWF output file size by 15k. You know, nothing totally amazing for ad banners or anything.
Debugging
Another Partigen first, built-in debugging and checks, help developers create emitters that work how they're supposed to. Working alongside the output debugging system of the engine, this provides developers with errors and actual reasons why something's not quite right, before it actually goes wrong.
The output and debugging system is bar none to any ActionScript engine, let alone a particle system. Saving you time and trouble is what it's all about.
Dynamic Values
All emitter values are dynamic and are read each time a particle is made. This allows developers to change any emitter setting at runtime, and have the emitter instantly update itself. This also allows tweening of emitter values to occur within the integrated Twease Engine. Dynamic power – unmatched.
