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gooncorp

New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!

138 posts in this topic

a new update for my rain scene. i have been reworking the particles.

thanks for checking it out.

GoonCorp,

[media]http://www.youtube.com/watch?v=wHW6dAOaEGk[/media] Edited by gooncorp
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That looks really cool - very ambient. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
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I think it looks great!

Why don't you explain a little more about it's features or are you purely after visual feedback?
Always interesting in what technologies are used, what techniques are implemented, that kinda thing!
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These particles are an attempt to create an ambient and texturally rich scene with no skybox.

The clouds, rain, mist, groundscatter, puddling, lightning bolts, embers, smoke, & illumination were patiently detailed from scratch.

The scripting framework included to control the lightning allows for precise adjustments:

probability of occurence
strike/hit ratios
frequency
duration
vector specified position ranges
specific color shift ranges for lightsource produced by lightning
light range and intensity levels
light fadeouts
object cleanup time
sound delay : distance from strike zone latency modifier and/or min delay, max delay

im using stochastic expressions for finetuning the striking
color spectrums are based on real world kelvin temperatures
algorithms for calculating distances etc



GOONCORP
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a picture of the inside of the shuttle

[img]http://img252.imageshack.us/img252/8061/container04.png[/img]
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[quote name='Cdunn-1999' timestamp='1335042751' post='4933609']
Very nice! Ive seen you post things on the Unity community...Keep it up!
[/quote]

hey thanks man [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
working out the shaders on the windshield for the shuttle:

[media]http://www.youtube.com/watch?v=V5ZXkB-o_Oo[/media]
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some physics stuff with shuttle booster rockets:

http://www.youtube.com/watch?v=p2qAKG09vSk
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woo check it out, please comment

http://www.youtube.com/watch?v=70UpMkj0qlk&feature=youtu.be
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if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.
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[quote name='Tordin' timestamp='1336484114' post='4938370']
if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.
[/quote]

Best solution for this would be the logarithmic Z-buffer. Check this link out:
[quote][url="http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/"]http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/[/url][/quote]
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[quote name='NickUdell' timestamp='1336490613' post='4938397']
[quote name='Tordin' timestamp='1336484114' post='4938370']
if you shrink the size of the "world" i think you can get away with the flickering about things that are to faraway.
or adding some kind of static box that keeps them scaling up and down when they get out of range.
[/quote]

Best solution for this would be the logarithmic Z-buffer. Check this link out:
[quote][url="http://www.gamedev.net/blog/73/entry-2006307-tip-of-the-day-logarithmic-zbuffer-artifacts-fix/"]http://www.gamedev.n...-artifacts-fix/[/url][/quote]
[/quote]

Yeah, thats one smart way of doing it. probably better than resizing and so on.
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ok will look into. thanks for the direction and link :)

heres some laser stuff:

http://www.youtube.com/watch?v=5g_ok1gRHdE
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you should realy start polishing stuff into something that looks super awesome!

get some artists working on your game and so on.
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