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4

This effect is called Tunnel effect and has been popular in Demoscene. Basically it's a texture mapped infinite cylinder. The camera is moving inside the cylinder or the camera stays still and the cylinder is moving. Here is a video of this effect without alpha blending to make it more obvious and the source code for it. Basic idea was to raytrace the ...


3

Part of the problem is that your notion of 'velocity' isn't physical. Your updating of position is fine: spriteYReal = spriteYReal + (spriteYVel * dt); sprite.yScreen=(int) (spriteYReal*r.height); This just says that the sprite's position is computed as Pnew = Pold+V*dt, which is fine - it means that V=dP/dt, which is correct. The problem is that the ...


2

That's really not that important. Computers nowadays are fast, more important is not to use a "dumb" approach. When I first started programming in OpenGL (for Android, OpenGL 1.0) I made a Minecraft-like game, but instead of using VBOs or moving to OpenGL ES 2.0 I sent all vertex data, every frame to the GPU. You can imagine how slow it was. I was getting ...


1

I don't know much about Untiy but I know how effects like that are produced. They take randomly generate particles around the area, I'd guess they used Perlin Noise. And in each update, if the particle is no longer visible, it's deleted to make more room for new particles. This should produce the effect you are looking for. Here is a few links on Perlin ...


1

jogl 2.0 have added profiles, this is important in order to support the new shader only based OpenGL contexts. The base GL class only contain functionality that is still common across all OpenGL profiles. http://jogamp.org/jogl/doc/Overview-OpenGL-Evolution-And-JOGL.html To fix your code you first need to request a fixed function compatible profile. This is ...


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As long as you do not require the vertices for animation and you don't want to have caves or other holes below sea level you should probably use your first approach: If you render the water after your land geometry all fragments not visible will get depth culled which is very efficient. The water geometry is clipped before shading the fragments which means ...



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