Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Particle rain

This topic is 6254 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Not 2d, but recently I made a 3d algo.
Turned out not too bad. You might use the same
tact as the 3D using surfaces.

I defined raindrops in detailed 3d, and then lines.
You could use surfaces for the detailed drops, and

When the rain drops are near the screen and I need
detail, I use the detailed rendering of the drops.
The drops that are far away do not need detail,
so I just use lines for those drops. You might also
consider alpha blending if you want the drops to be
transparent. The only problem in 2d is having the drops
fall at a realistic rate for new and far drops. I would
give them a zed component and use that to determine their downward vector.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!