Nothing too fancy here. An object is created somewhere in the center
of the gridfield with a reduced scale. It then accelerates away from
the center, increasing in size, while leaving a trail of past instances.
The trick in fooling the user that the objects are approaching
them is controled by staggering the depths at which individual instances
are placed.
This example allows up to 8 worm segments to exist before they
begin overwriting each other's depths.
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