sprite overkill
Blitz3D Forums/Blitz3D Programming/sprite overkill
| ||
I was thinking of usig sprites as volumetric fog type of thing... Simple ground area cloud cover... not a lot of sprites... maybe 1000??? But I begin to wonder If I use spheres and texture them with a PNG mesh (you know alphaed) and roatat them randomly. Which do y'all think would run slower??? -RZ |
| ||
hah. I think in this situation sprites are the way to go. I've seen this technique in games before so it works if implemented right. |
| ||
maybe better watch out for a single surface particles solution. Personally I prefere to use few big sprites with detailed gfx, scaling and rotating it. |
| ||
I was looking at the toolbbox and I found this code under misc I think. It had an orange ball and you could move the ball around and disrupt the fog. I started wondering if it would work in 3D. So I changed the code (it was public domain after all) and made a VERY SIMPLE pic for the fog sprite. I made a Greyscale BMP with essentially 2 colors... 0,0,0 and 11,11,11 the 11,11,11 pattern was just sprayed in a cloud shape. (I love PS8!) then I ran it... looks good. The original code had a FPS limiter but I kind of hacked that out. Try it! I only added my graphic and movement commands... it is a flythrough for now but the one I did with terrainmap works well... Now to try it without TWEEN ;) -RZ |