the most awesome plasma effect I've ever seen
Community Forums/Showcase/the most awesome plasma effect I've ever seen
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Check out simon's great "fireworks" example (built in with max), and change line 95 to "SetScale 200/sp.z,200/sp.z" (i.e. scale the particles 10 times bigger) It makes THE coolest realtime effect I've ever seen IN MY WHOLE LIFE Edit:Oh, and put the graphics in 32 bit! ReEdit: I never thought something lke this was possible to achieve in realtime. Its a proof of the power of Max |
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Line 95 is a bunch of comments for me at the moment. Doesn't feel like the right place. |
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well change line "SetScale 20/sp.z,20/sp.z" to " "SetScale 200/sp.z,200/sp.z" |
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Oh, I was using the wrong "fireworks" example. It turns out there are two :D Looks cool. |
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Hey... that's pretty cool. Some stuff like this can be seen here: http://www.blitzbasic.com/Community/posts.php?topic=45716 Even better imho is if you change no_sparks to 40 and then take out the If Keyhit(KEY_SPACE) bit :) screensaverish |
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wow your right! This stuff can make a game IMPRESSIVE |
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lol.. does look kinda nice. |
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Yeah, additive blending is a nice trick to make graphics look shiny and impressive. :D |
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i found another way to make related plasma effects: in the fire works demo change line 92 to SetScale 200/sp.z,500/sp.z and insert hidemouse pretty much any where you want |
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my current project uses additive blending to (i think) good effect http://r-knight.madasafish.com/CG_01Demov01.sitx mac only at the minute, right click to down load (may only work in 10.3.x) cheers charlie |
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yeah I'm using it as an effect when two players collide in my ragdoll demo |
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@jkrankie: This is a cool game you got there, very addictive! Though I'm missing some music and sound effects... You're using additive blending to get this "motion blur" effect, right? -IBD |
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I guess after 11 years maybe nobody is interested in this thread any more, but just in case, you could check this. I find the effect surprising, very close to what I was looking for. Thanks everybody (Hi, simonh! :) ' ------------------------------------------------------ ' Fireworks by simonh (si@...) ' Modified by Ralighón, 2016. Strict Global width:Int = 1280 ' the screen width Global height:Int = 800 'the screen height Graphics width,height,16 ' Create a spark type Type spark Field x#,y#,z#,vy#,xd#,yd#,zd#,r#,g#,b#,alpha# End Type Global sparki:TImage = LoadImage("spark.png") ' Spark image. Global no_sparks:Int ' Number of sparks per each firework. Global spark_list:TList = New TList ' Spark list ' Load and set font Global font:TImageFont=LoadImageFont("Arial.ttf",1) SetImageFont font ' Start main loop Hidemouse While Not KeyHit(KEY_ESCAPE) ' If space key pressed then create new set of sparks (new firework) If KeyHit(KEY_SPACE) Local x:Float = Float(Rand(-100,100)) Local y:Float = Float(Rand(-100,100)) Local z:Float = 200.0 ' Local r:Float = Float(Rand(255)) Local g:Float = Float(Rand(255)) Local b:Float = Float(Rand(255)) no_sparks = Rand(100,300) For Local i:Int = 1 To no_sparks Local speed:Float = 0.1 * Float(Rnd(10)) Local ang1:Float = Rnd!(360) Local ang2:Float = Rnd!(360) Local sp:spark = New spark spark_list.AddLast sp sp.x = x ; sp.y = y ; sp.z = z sp.r = r ; sp.g = g ; sp.b = b sp.xd = Cos(ang1) * Cos(ang2) * speed sp.yd = Cos(ang1) * Sin(ang2) * speed sp.zd = Sin(ang1) * speed sp.alpha = 1.0 Next EndIf ' Draw all sparks For Local sp:spark = EachIn spark_list If sp.alpha > 0 sp.x = sp.x + sp.xd * Float(Rand(15))'10.0 sp.y = sp.y + sp.yd * Float(Rand(15))'10.0 sp.z = sp.z + sp.zd * Float(Rand(15))'10.0 sp.y = sp.y + sp.vy sp.vy = sp.vy + 0'0.02 ' Calculate x and y draw values based on x,y,z co-ordinates Local d:Float = Float(Rand(200,800)) Local x:Float = (width/2.0) + ((sp.x/sp.z) * d) Local y:Float = (height/2.0) + ((sp.y/sp.z) * d) sp.alpha = sp.alpha - 0.01 SetColor sp.r,sp.g,sp.b SetBlend LIGHTBLEND SetAlpha sp.alpha SetScale 200/sp.z,200/sp.z DrawImage sparki,x,y Else spark_list.Remove sp EndIf Next SetBlend SOLIDBLEND SetScale 1,1 SetColor 255,255,255 DrawText "Press space to ignite firework",0,0 Flip Cls Wend |