3/15/2024 0 Comments Simpleplanes custom map moduleMore API, more visual features like path/force based on curve/vector (defined visual rather than hard typing), improve performance, more complex event system ? (e.g. cannot set runtime 2x curves if i use random value between curves) and some visual feature (path particle based on curve/spline in 2d/3d space rather than hard type vector which is counter-intuitive and require more reiteration - vector for force (over lifetime) is good when we require very precision, calculated by math path but not for "organic" effect) Use cases - enviroment effect - dust, falling leafs, snow, rain etc., effects for spell/power/level upĪdv of shuriken - visual editor with some randomization based on curve, contain some event system which is useful for collision and so on situationĭisadv - slow, no gpu-accelerated, lack of API (e.g. Who i am ? hobbist, in future asset publisher, 3d game It is possible now to make really diverse and unique magic effects for a RPG for example, or those sparkles with physics interaction, but smoke or water is missing a bit. Guns smoke, bullets do, cigarettes, manhole cover, cars, tires, waterfall haze. Your transporter demo shows that you really really improved shaders, lighting and antialiasing, but the smoke still looks like a quad texture with perlin noise moving through the room, and smoke would probably be the single most used effect in my game. I'd really love to have the smoke of the new "the division" gameplay videos. The system looks good if you know what you do, but the examples look like coming from 3d game studio 2002. wrong culling, the whole system disappears if the particle start is behind the camera its too slow (a circle with a "few" particles (maybe 1000?) drags my game from around 110fps to 60fps if in view), should maybe be gpu-accelerated I like the flexibility of the system, but: Water, smoke, rain, indicators (directions, mission starts)Įxplosions are looking good enough for me (with detonator prefabs )
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