Particles
#1
Posted 03 April 2011 - 09:07 PM
A particle editor GUI is an explicit non-goal, since it's a load of effort and I don't think it's that useful - the XML files support hotloading so you can easily tweak and test changes, and we won't have hundreds of different effects so it'll likely be less aggregate effort than writing a GUI.
I think the current system basically works okay for fire (though it could probably be much improved artistically), but will need extensions for some other effects (e.g. one-shot emitters instead of continuous emitters, and gravity, and maybe more randomness in the emission rate, etc). What kind of particle effects would people suggest adding?
Wildfire Games Programmer
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#2
Posted 03 April 2011 - 09:42 PM
* Waterfalls
* Dust cloud when you place a building
* Dust kicked up by feet on dirt
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
#3
Posted 03 April 2011 - 09:43 PM
#4
Posted 03 April 2011 - 10:09 PM
Fire: campfires, torches, fiery projectiles, building destruction
Dust: building construction / destruction, cavalry hordes
Smoke: (basically dust, but a darker color - but should rise rather than spread)
Sparkle: ore mines, some treasures
Leaves: when a tree falls?
0 A.D. Gameplay and UI Developer
#5
Posted 03 April 2011 - 10:14 PM
I think footprints have been mentioned as well as something that could/should be done with particles.
Erik Johansson [ aka feneur ]
Wildfire Games
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#6
Posted 03 April 2011 - 10:34 PM
- Blood (nothing too excessive)
- Weather effects (rain, snow, hail, sandstorms)
- Large projectiles (maybe more exciting to look at if they leave some sort of trail or blurriness?)
- Dust/debris from large projectile hits
Wildfire Games Programmer
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#7
Posted 04 April 2011 - 12:03 AM
I must say this system looks very versatile, very easy to add to any existing units, easy to create new types of fire/effect by creating new png files, and it even has adjustable properties in the definition file. Brilliant.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#8
Posted 04 April 2011 - 03:32 AM
I don't think it would be a good idea to throw dust up every time a single unit moves, rather it should be when larger groups of units move. Don't know how feasible that would be though :/
I think it would be a good idea that when a unit levels up so particle thing should happen around him, something like this.
Would it be possible to show shininess on a unit's armour? Or would that be a spectral shader job?
Wildfire Games Art Department
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"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#9
Posted 04 April 2011 - 04:21 AM
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#10
Posted 04 April 2011 - 07:52 AM
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#11
Posted 04 April 2011 - 10:41 AM
#12
Posted 04 April 2011 - 10:56 AM
feneur, on 03 April 2011 - 10:14 PM, said:
Shield Bearer, on 04 April 2011 - 03:32 AM, said:
Quote
Shield Bearer, on 04 April 2011 - 04:21 AM, said:
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#14
Posted 04 April 2011 - 12:03 PM
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Good advertising
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Arghh!! Yeah, I meant specular
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Hmm, I think mine look better than CheeZy's but I don't know... What do you think? They seem to be a bit light to me :/
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Oh yeah! Would that be possible? to make the area behind the smoke hazy or something? like this or this.
Wildfire Games Art Department
Contact me: amish13@gmail.com
AIM handle: Mythgamer
MSN Account: amish13@live.com
"The fate of 0 AD is in the hands of those who have vision and perseverance." - Ken Wood
#15
Posted 04 April 2011 - 12:41 PM
Ykkrosh, on 04 April 2011 - 10:56 AM, said:
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#16
Posted 04 April 2011 - 06:13 PM
The particle stuff looks awesome! Can't wait to update and see this stuff. Yeah, Amish, commit that stuff! Shore Waves would be kinda important, as would be dust for construction. Since we don't have the animating know-how and gumption to make the buildings "piece" together when being built, I think the best looking thing would be to have a big cloud of dust and the building rises up from the ground into position.
EDIT: For flames we can make a series of flame sizes and types, then reuse them for different situations (like we do for other props).
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#17
Posted 04 April 2011 - 09:33 PM
Shield Bearer, on 04 April 2011 - 07:52 AM, said:
That's the first thing I did when I got home from work today, but mine was only a few sticks burning, yours is so much more advanced
Does using multiply blending for smoke reduce the impact on performance at all (no need for transparency within the texture file)?
I'm going to go and burn more stuff now
Edit:
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#18
Posted 04 April 2011 - 10:20 PM
Currently there's "add", "subtract", "multiply" and "over". The tricky one is "over", which is the standard alpha-blending thing - it'll use the colour from the texture, with the alpha channel determining how much to show of the texture vs the background. The problem is that "over" is order-dependent - to be correct you have to draw the furthest objects first, so you can draw the closer ones over them. (The others are all order-independent: A+B+C = A+C+B, A-B-C = A-C-B, A*B*C = A*C*B, etc). Currently the system sorts each separate particle emitter by distance (so the furthest get drawn first), but sorting every single particle by distance would be relatively slow and complex, so it draws particles in some arbitrary order instead. So you need to be careful when using "over" - if the particles have high alpha then it might look a bit wrong when viewed from certain angles. But in some cases it might look okay, particularly for low-alpha textures, so you just need to test it.
Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#19
Posted 05 April 2011 - 12:08 AM
Shield Bearer, on 04 April 2011 - 12:03 PM, said:
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Don't know - that's a code problem but it's beyond my graphical knowledge. (Well, anything is always possible, but I don't know what the performance impact would be, and don't know whether it'd fit with our current renderer design or would introduce a load of new complexity.)Wildfire Games Programmer
Contact me: philip@wildfiregames.com
#20
Posted 05 April 2011 - 04:09 AM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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