Effects Time!!!

Published July 25, 2005
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Hey everyone, how are you all?

Today was a pretty good day overall for me (although I am thoroughly wiped out). My day started at 7AM, when I woke up to go flying(it gets pretty rough in the afternoons this time of year). I took a camcorder with me so thatI could get some video for my friend who's making a short film that involves air combat and whatnot. Its going to be pretty cool, they are going to overlay 3D models over the footage I took, and greenscreen actors in. Anyways, my dad decided to fly for a while, and holy shit was it awesome. I swear we were no more than 5 feet over the desert(his inner-child took over), it was awesome. I'll have to put a video clip up soon, because it was pretty damn cool looking.

Anyways, after that I went to work for a while, went home, saw The Island (good, but it was way too long), and then programmed some more stuff into A20.

Speaking of A20, I was on a special effects spree today. I was planning on getting a better dynamic rain effect going today(the one right now sucks), but I didn't get to it. What I did finish though is pretty cool IMHO.

Thing #1: Vapor Trails
This was the first effect I put together today. It works by remembering where the player has been for the last 60 or so updates, and then drawing a line strip from point to point along the fighters positional history. Anyways, I still have some stuff to work out, such as transparency and line width/color, and the conditions for the contrail showing up(right now if you turn, they start forming). Anyways, here's a screenshot of it in "action":



Thing #2: Water Shockwave
This one is probably the coolest looking effect out of the 2 IMHO. This effect pretty much simulates the effect of spraying water behind the fighter if you are really low and fast. This one looks a lot more impressive moving than in a screenshot, but here's one anyways.



Well that's all I really did today, and you guys can expect to see these effects in the update, which I think will be done by Wednesday if I'm lucky. Let me know what you think about them, and I'll try and fix them to mold with popular opinion.

BTW, there's no art from Mark today, but I think tomorrow he'll have some top-down fighters for you guys to see. Until then, peace out.
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0 likes 6 comments

Comments

ildave1
OMG the water splashing effect ROCKS!!! WAY TO GO!
July 25, 2005 02:23 AM
theadamSGT
those things look cool it would look cooler if ou could see flames coming out the back you dont have to just an idea can you do internet multiplayer
July 25, 2005 06:15 AM
TraderJack
That is pretty sweet, dude! What's your API and IDE?

-IV
July 25, 2005 08:46 AM
choffstein
Hey man, I like that. Just a thought on the vapour trail to make it look a little better...use smoke sprites. And if not smoke sprites, draw a random number of gray pixels around the line (instead of the line). Anyway, for the smoke sprites, simple create a vapour trail manager. As the lifetime of the sprite continues, animate it so it gets less dense and wider (you will need transparency for this one), and maybe (if you have wind), changes location a little, until it completely disappears.

And it wouldn't be too hard to implement, just a simple for loop and a switch/case statement to change the current sprite for the smoke particle.

Anyway, that water spray looks terrific.
July 25, 2005 09:41 AM
Sir Sapo
Quote:those things look cool it would look cooler if ou could see flames coming out the back you dont have to just an idea can you do internet multiplayer


I assume that by flames you mean like an afterburner type thing, which there already is, but only when the afterburner is on. I am working on an Internet multiplayer version, but it's a pretty different game altogether.

Quote:That is pretty sweet, dude! What's your API and IDE?


Thank you, It's written in C++, the graphics are texture mapped quads via OpenGL, and I used DevC++ as my IDE.

Quote:Hey man, I like that. Just a thought on the vapour trail to make it look a little better...use smoke sprites. And if not smoke sprites, draw a random number of gray pixels around the line (instead of the line). Anyway, for the smoke sprites, simple create a vapour trail manager. As the lifetime of the sprite continues, animate it so it gets less dense and wider (you will need transparency for this one), and maybe (if you have wind), changes location a little, until it completely disappears.

And it wouldn't be too hard to implement, just a simple for loop and a switch/case statement to change the current sprite for the smoke particle.

Anyway, that water spray looks terrific.

Thanks for the nice comments. I agree with you that I need to do something about the trails, right now they look way too 'perfect', not like a vapor trail. I think I'm going to go with the smoke sprite idea, they ground work is already there, all I have to do is replace my line drawing code with the image drawing stuff, then scale the quads up and change their transparency as they move further away from the player. Thanks for the idea[grin].
July 25, 2005 09:54 AM
Jnz86
Looking nice!
Waiting for update :)
July 26, 2005 01:40 AM
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