Soft Particles
Soft Particles
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
I was going to post this too. Loving their posts.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
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.
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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.
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.
I was once a Quake modder