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SonicD007

How are graphics like these created?

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SonicD007    464
I recently bought a game off of steam called the polynomial and the visuals are amazing. I was wondering how do you create something like this programming wise and how do you achieve those colors? Are they shaders or ?
http://dmytry.pandromeda.com/games/index.html <-- That's the game

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Antheus    2409
Looks like primarily a particle engine, just tweaked for large number of particles.

Depending on what one would like to do, if implemented reasonably, a very basic machine today can render 100k of them in real time.

This is they type of graphics GPUs just love.

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m1o1d1    138
From the 2nd Video on the website (I sadly don't have steam, but this game might change that :P ), you can see that there is an option for Voxels.

So, obviously the normal version runs without Voxels. My best guess would be that the standard version uses a Particle System (one might argue that these are voxels as well) with a bloom-effect shader. With a bit of fine tuning, I believe you could achieve quite a similar effect.

For the Voxel Version:
The way I would do it is, create Volume Elements (Boxes) that are supposed to contain those little light dots (Voxels). Then use the Pixel Shader for ray casting. The DirectX SDK has a nice example of how this would work for Terrains.
I actually use a similar method for my current game.

The cool thing about the voxel Version is, all the light bulbs can "interact" with each other. Say, 2 Bulbs are near each other, they start "merging"... etc.. Doing this in a standard Particle engine would be alot more difficult

Edit: Ahh too slow :(

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m1o1d1    138
I think you should be fine. Just create a simple Particle Manager (If you can render a Quad -> 2 Triangles, you can create a Particle Manager ;) ) and slap a Bloom shader (Tutorials on that should be on the web) on it and see what happens.

Playing around with the texture a bit and a few parameters here and there, you should be getting quite interesting results :)

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