Open GoogleCodeExporter opened 8 years ago
1. Make more particle textures, for specific road surfaces:
- road: gravel, wet gravel, mud (jungle), savanna (other color), island sand
(should be different for each road material (each scenery)
- terrain: grass, leaves, rocks
(depending on surface, terrain layer)
2. More particle types (more emitters, emitting conditions):
- const gravel, small dust, wet (emit always, depending on car vel)
- sliding side (slow, fade, more gravel, dust, snow, etc.)
- slip wheel spin (faster, flying mud, gravel, stones, etc.)
3. Maybe also some impact only particles (like big hit, splash, tree wood,
rock, concrete, car metal?, car glass), of course car damage would be cool with
it.
Original comment by Cry...@gmail.com
on 8 Sep 2013 at 9:33
Problems:
4. Can't vary the trail texture, can only be 1d texture stretched.
Also each trail uses 2 batches. So 1 car needs 8 for them (probably has to be so).
5. Point 1. doesn't make much sense if we add more batches (4 with each new
type, when they emit).
Unfortunately making 4 emitters in 1 particle system doesn't change it.
-? Write own Particle System or rewrite Ogre's (Difficult)
and/or
+? Many particles in 1 texture (uv atlas) like so
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Random+Particle+Texture+%28HL
SL%29&sort_mode=comment_desc
But this will get complicated. Need to gather particles in 1 texture for each
scenery and sort with size..
Original comment by Cry...@gmail.com
on 8 Sep 2013 at 9:42
6. Winning champ / challenge particles. Fireworks or something like that.
Have to be in 3D, use the same positioning from camera as for arrow node.
Original comment by Cry...@gmail.com
on 17 Sep 2013 at 8:20
7. Particles material add light (by diffuse and ambient). So they don't look
the same on all tracks, and get darker when it's dark.
Original comment by Cry...@gmail.com
on 17 Sep 2013 at 9:11
I think that something simple, written by us (or me), meant just for car would
be much better.
5a. So 1 particle system with uv atlas (all particles in 1 texture)
5b. and custom emitter in area near of car but not inside of it
If the emitter will check size of particle (when emitting) and the distance
from car (some planes) and also velocity/angle of car, we can get rid of
particles inside of car. If it also checks terrain distance with particle size
(or maybe even road from bullet) we wouldn't need soft particles (nearly no
hard edges).
I think similar about trails, I don't like the 8 batches for each car (what if
we someday wanted more than 4, batches would make it impossible). Idk but imo 2
would be ok, wouldnt have triangle strips though.
Original comment by Cry...@gmail.com
on 6 Oct 2013 at 8:48
[deleted comment]
Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:35
[deleted comment]
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[deleted comment]
Try Particle Universe
Original comment by Cry...@gmail.com
on 18 Sep 2014 at 7:30
Original issue reported on code.google.com by
Cry...@gmail.com
on 8 Sep 2013 at 9:32