![]() If you think that this remembers you on something, then you might already read my Homeworld Trails article. At first i thought a texture is moved along it but a close look reveals that the geometry itself is moved (especially visible at the end then the whole thing stops).I’m not 100% sure but i guess they colorize it via vertex colors so that the upper part gets first reddish and then fades out.īut how do they prevent the viewer from seeing the geometry from the side? Here you have the answer: Looks really neat to me!No single particles are visible. Here you can see the stream and how it deforms when the stream source is moved. This is awesome, because the stream never interrupts even when the tank would rotate very fast! But how is the stream done? Last but not least: The core of this effect is a fire stream which isn’t built out of a massive amount of particles.This means there’s a collision detection – and we don’t talk about GPU calculated PhysX here! The fire sparkles burn where they hit the ground and create a new smoke effect.The fire sparkles are stretched depending on their speed!.The fire sparkles are not oriented randomly but into their moving direction!.…I’m really stunned by the technology of the Company of Heroes engine! Because you need a lot more than a simple particle system to accomplish this effect: With such a particle system you can do really nice smoke and such stuff but for advanced effects you need more. Of course you can then change some attributes of every particle over time like scaling, rotation, transparency and a lot more: In combination they look more complex than they really are (especially when they move). With that you try to hide the fact, that you’re starring at a bunch of polygons. If you already know what a simple particle system does, continue reading at – 5 –Ī particle is more or less a polygon which is (most times) always aligned to the camera:īut particles don’t like to be alone so mostly you let your particle system emit a lot of them. ![]()
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