Soft Particles

Discuss programming topics for the various GPL'd game engine sources.
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Urre
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Soft Particles

Post by Urre »

In case you didn't know, the Wolfire team are awesome. Their most recent post points out soft particles, and the effect looks wicked! Why don't we have this? Someone add it to DarkPlaces, quick! Tell LH.
I was once a Quake modder
leileilol
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Post by leileilol »

it's slow for shader model 2 hardware, at least as seen in Quake Wars
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Spirit
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Post by Spirit »

I was going to post this too. Loving their posts. :)
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frag.machine
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Post by frag.machine »

Interesting reading, indeed.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Teiman
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Post by Teiman »

I love this, but "stairssmall.jpg" is horrible ugly.
I suppose there are some caveats and NO NO about how to use this.
mh
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Post by mh »

I notice they're only using a single quad for their "particles", whereas a Quake implementation would probably need many many quads (at least for a smoke trail). The standard explosion sprite would definitely benefit though.

It's equally possible to get this kind of effect in a non-laggy non-pipeline-stalling manner with occlusion queries, which are more likely to be supported on a wider range of hardware too.
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Urre
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Post by Urre »

Well you obviously need a quad per particle, nothing odd about that. I didn't really look into the hardware requyirements, I just want it.

It looks very impressive considering it's a single quad, just imagine how awesome it'd be with lots of smaller smoke particles. It should be used on all particles by default, I see no harm in it, visually speaking.
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Sajt
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Post by Sajt »

Oh Urre you skirt chaser.
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Urre
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Post by Urre »

I don't get it :P
I was once a Quake modder
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