Tag Info

New answers tagged

1

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 ...


0

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 ...


1

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 ...


1

First draw your bubbles with basic shader to RenderTarget2D texture. Next draw sprites shat should be blured with custom shader and pass it as BlurMapTexture paramether. In this shader add sampler for blur map: texture BlurMapTexture; sampler2D blurMapSampler = sampler_state { Texture = (BlurMapTexture); MagFilter = Point; MinFilter = Point; ...



Top 50 recent answers are included