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Member Since 19 Oct 2009
Offline Last Active Nov 20 2014 06:08 AM

#5160938 Skill/Spell effects

Posted by csisy on 16 June 2014 - 04:46 PM



Well, I've tried to find some simlar topics, but I can't. Probably I can't search :D This topic was my best hit.


So I've just done my basic particle system: I have an emitter which has direction, start/end values (like color, speed, size, ...) and a delay time between emitting particles. However, I'm just wondering how the computer games make their "own effects" for different skills. I mean, I can't use particle system for every spells.


I'm playing with LoL and it has a lot of different skills. For example here is Katarina's abilities. These are not particles. Are they using simple meshes (some quads) with animated textures with alpha blending? How should I handle these kind of effects?


And another one: if I have to use meshes and/or particles, how should I manage the different abilities? Now I have a base class (called Ability) and the different skills are inherited from it. In these classes I can handle the different particle emitters and actions. Is it a "normal" system or is there any better?


Sorry if I missed something or it's a duplicated topic.

Could you please give me some advice?

#4953855 Self shadowing polygon seems

Posted by csisy on 29 June 2012 - 12:48 AM


How do you create the shadow map?

And well... you should use a "normal" shading, like phong shading, which will be smooth.

#4825004 Calling c++ dll from c#

Posted by csisy on 19 June 2011 - 03:25 AM

@MartinsM: Your solution is good for me :) Lots of kiss :D

I post the full code, if someone are interested in it.

Of course, I'll write an class, which will manage this, but it's a pilot version :)

So thanks everyone for the help

I had some trouble with code blocks, so I uploaded the files
Attached File  cpp_in_csharp.zip   1.22KB   63 downloads