Hi ISAWHIM,
Thanks for your suggestion, Let me hear that Petr think about this.
Because I and Petr had thought to develop only what we needed for the Game, and we had not even thought to things like grass and Sprite.
Ciao,
Simone
Could you use your camera trick, and render the explosion by itself...
Project the frame, or the whole animation into the scene, with the TBGL_RenderToTexture... projected onto a sprite that always faces the camera, or multiple sprites in layers. (As a depth option)
Each frame could be an array value, so a 100 frame explosion, could look like 100 separate explosions. (Though, the end result of all those alpha-blendings may be taxing.)
Particle grass... (Forced simple rotation, based on distance from camera. Closer sprites re-render or load more angle precision, while distant sprites only have 16 or 32 angles. Same array, just skipping cells, and not changing distant sprites until X angle change.)
Particle bushes... (One single object rendered at an angle related to the entity position in the world, but drawn on the screen as a BMP sprite in the distance.)
Particle leaves... (Sprite on the ground, but leaves blow into fog/alpha on the particle cam, and become invisible at the edge of the sprite/view. Rendered in the scene showing motion underneath. Same effect as a burn-mark on a wall or a simple projected shadow.)
Not making requests, just thinking of odd ways to use this, "invisible production studio". Could be a generic setup, not specific to a particle, but a general entity. (Could be used as the skybox also... or a rear view mirror... or an INFO screen which does not slow-down scene rendering. Since it is not rendering and blending text onto the moving ground/scene, it is rendering in the skybox. Plus, that might help speed-up the game rendering, if it covers enough of the screen area.)
Hi ISAWHIM,
Thanks for your suggestion, Let me hear that Petr think about this.
Because I and Petr had thought to develop only what we needed for the Game, and we had not even thought to things like grass and Sprite.
Ciao,
Simone
LapTop Pc: 2GHz Intel Core 2 Duo T7200 • 2GB 533MHz DDR2 RAM • 160GB hard disk • 512MB ATi Mobility Radeon X1600 graphics • Win Vista SP1<br />Desktop Pc: 1.6GHz Intel Core 2 • 2GB DDR2 RAM • 1024MB Nvidia GeForce 8800 GT • WinXp SP3
Hi Simone,
looks cool!
Can't wait for code, screenshot looks really nice!
Jason,
thanks for your ideas, we have used approach you mention for vegetation for flat forrest with partial glow demo already in the past. But we have code for 3D trees as well , which look a bit better from close distance.
I agree with Simone - better to focus on what we need now for the game directly.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Hi,
I've done some modify at script of Smoke of Petr. I've add an example of Explosion with particles based on idea of Petr.
it's a test no a final version. ;D
Ciao,
Simone
LapTop Pc: 2GHz Intel Core 2 Duo T7200 • 2GB 533MHz DDR2 RAM • 160GB hard disk • 512MB ATi Mobility Radeon X1600 graphics • Win Vista SP1<br />Desktop Pc: 1.6GHz Intel Core 2 • 2GB DDR2 RAM • 1024MB Nvidia GeForce 8800 GT • WinXp SP3
Hi Simone,
very good!
Thanks a lot for this sample, it cheered me up
I will just find the way to keep Particle_Process event alive after end of explosion.
Lucky Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Simone,
what a bout 1 or 2 pictures of your great job?
Ciao
Eros
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Thanks Petr and Simone for the neat special effect demos!
Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
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Hi,
Thanks to all ,
@Petr, Yes I was also thinking about how to do this.I will just find the way to keep Particle_Process event alive after end of explosion.
Next test i would try to do are sparks.
P.S: I've add two images about Explosion_Smoke script in post with code.
Ciao,
Simone
LapTop Pc: 2GHz Intel Core 2 Duo T7200 • 2GB 533MHz DDR2 RAM • 160GB hard disk • 512MB ATi Mobility Radeon X1600 graphics • Win Vista SP1<br />Desktop Pc: 1.6GHz Intel Core 2 • 2GB DDR2 RAM • 1024MB Nvidia GeForce 8800 GT • WinXp SP3
Simone,
I am hypnotized by your explosion, it could be used in sci-fi movies - very life-like.
Just the sparks now ... and we can make Episode 7 of StarWars
Buona notte,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Hi Simone.
your script work perfectly here from the particle point of view but on my computer I get a delay of more than 2 secs when the script starts and a delay of about 3 secs when the rocket hits the rock.
I made a lot of tests to try to understand where the script stay during this delay but not able to understand it.
Ciao
Eros
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
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