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As Maksim said about canvas pixels. You can draw your sprites in unusual way. I can share what I have been working on last week. function drawImageBlended(src, sx, sy, dest, dx, dy, w, h, blendMode) { var srcCont = src.getContext("2d"); var srcData = srcCont.getImageData(sx,sy,w,h); var sPixels = srcData.data; var destCont = ...


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There's a couple ways to do this. One way would be to store a dynamic number of previous positions instead of 100, and only throw old points away when the are beyond the length you want to show. A better way to do this though would probably be to store the last 100 evenly spaced positions where each position is totalDistance / 100 units apart. Basically, ...


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Where could I find good HLSL tutorials? Reimer's Two ways off the top of my head: Light volume After rendering, switch to a flashlight shader and draw a cone (some triangles), with the tip located at the camera's position and the circular base pointing in the camera's forward direction, with arbitrary dimensions. You literally render a cone containing ...


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Using the stencil buffer: When writing: dsDesc.StencilEnable = true; dsDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; dsDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; //Always Pass dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_INCR; //Increment dsDesc.FrontFace.StencilFailOp ...


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I want to update this considering the new shader stages recently added. Someone more familiar can probably be more thorough, but: such as a car's front end destroyed when it hits a wall? The new stages allow you to more-cheaply enhance low-poly models. You could generate an entire vehicle from a single cube's-worth of vertices (8). Given a relatively ...


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If you have to model that kind of effect in a 3d space such as on a planetoid you are going to need the system to respond to different camera angles and a sprite sheet just isn't going to work unless you pin two of the axis's which your description indicates isn't feasible. Depending on the game engine you are using, a particle system is going to be the ...


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Why would you consider the wave disappearing unexpected? The shader averages/spreads differences in the heightmap. All it does is basically damping. Each iteration it will flatten out the waves, making them a little less high and a little wider. To have a more realistic wave-propagation you might want to try to use 2 textures. Use one for heights, and one ...



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