Hot answers tagged special-effects
The simplest way to achieve the effect is to draw a bunch of particles in Additive mode, so when they are superimposed their color values are added up, becoming brighter. Some samples: http://www.youtube.com/watch?v=_sx0KDO-ZbA http://www.youtube.com/watch?v=-OZOdQHLiiI
What is billboarding ? Billboard is a textured flat object, usually a polygon, which faces the camera. Its direction usually changes constantly as the object and camera move, so it always faces the camera direction, this operation is called Billboarding. Billboards usually use texturing + alpha to represent many phenomena that do not have smooth solid ...
Demo GameDev Meta: Henshin Main!! :D The code uses a canvas clip region and requestAnimationFrame for maximum quality and efficiency. (It's better live.) I assumed you meant HTML canvas! Even if you didn't, other rendering engines (such as Android's 2D rendering pipeline, which you might have meant) also support hardware-accelerated clip regions. The ...
Yes, you are right, this 2D water effect can be simulated using math sine function : wave = sin(phase + t * frequency) * amplitude phase is a constant, put whatever you want. set t to horizontal position of pixel/vertex you are processing : t = x; change amplitude over the time (that will make the waves moving up and down) : amplitude = sin(t * ...
Here you go :) GPU Gems - Glow Effect With that many entities with a glowing effect on the screen (especially in Geometry Wars), it's more often than not a shader effect that's similar to the shader described in that paper.
Difficult to tell from the video exactly what you mean, but the simplest method of doing a sprite-based motion blur would just be to render the sprite several times, with some form of translucency. You could buffer the previous positions for use as the trail, or you could use a small time-step in the animation to render sub-frames. From the video in ...
The glowing effect is probably a bloom filter pixel shader, in a process as described by Jordaan Mylonas.
If you're relatively new to graphics programming, the most important thing for a lot of special effects is to understand alpha blending, and blending modes in general. For glows, explosions, and particle effects, additive blending is your best friend. Once you understand the effect of adding or multiplying colours, and the ways in which you can use alpha ...
That looks more like a trail than motion blur. Here's how you can achieve that: Have a small transparent image with a white, isosceles triangle on it. Draw this image stretched ( proportionally with the ball's speed ), rotated along the ball's direction. Draw the ball on top of it ( so that it hides the triangle's base ) Here's an image to help you ...
Place the camera closer to the ground. The closer you are to the ground, the faster it appears to zoom past you.
One simple method I know of is to render once, blur the result, then render the original, sharp object again on top. This can be done by a bloom filter pixel shader.
So how would I go about creating this kind of effect? Are we talking pixel-shaders, blendmodes/filters, bitmap effects, particle systems, or what? Not really platform specific. I am just looking for the theory, but specific examples or links would be great. And more detail the better. All of the above. Unless you poke through their source code ...
The sound of rain, provided it is not too loud, is a good idea, as a rain visual without a rain sound is disconcerting. Occasional playing of the sound of thunder can really help, but you would probably need to support some kind of lightning effect for that to work. Is your game set in the country or the city? This drastically alters the sound of a 'calm' ...
How about using background music instead of sound effects? Animal Crossing is a real-time game (meaning the game keeps track of the time), and it had a different background tune for each hour of the day; the tune in the middle of the day is upbeat, "friendly" sounding, and the night one is very quiet and slow with some extra percussion sounds thrown in. I ...
You may not even need a full-screen bloom/glow effect (remember that this sort of effect is quite GPU-intensive, particularly if you're making a 2D game and want to avoid high system requirements) First, try just rendering your sprites with additive blending - with a blending equation such as: (SRC_COLOUR * SRC_ALPHA) + (DST_COLOUR * ONE) Then bake the ...
The document just describes a particle system. Particle systems are nothing new, the difference with the demo is just that it uses the geometry shader to generate the geometry needed for the single partices. You can do the same on the CPU, the only drawback is that it is slower. Everything else can be done on SM 3.0 in a similar way as described in the ...
From the video showed it just seems to be plain gravity to me. Most people think gravity makes things flying downwards, but looking at it from a more far away perspective it makes things fly in a elliptical or spiral kind of motion around the center. The particles are always accelerated towards the center, however fly beyond it until the gravity forces it to ...
I'm a big fan of many things moving simultaneously at slightly different rates. Take a look at (shameless plug) KØЯ., a vertical shooter I wrote a bit back. I'm quite proud of the explosions. They're a bunch of simple arcs (literally, I drew a circle in Gimp, then deleted an offset circle out of it, then saved it as a .png) rotating about all three axes at ...
The texel co-ordinates, if you have bilinear filtering, are falling between the texels rather than being centered. You either need to to add half a texel to the UVs, or turn off filtering.
These'll blow your mind nicely... http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5
The Art of Demomaking from the old flipcode archives might be a good start http://www.flipcode.com/archives/The_Art_of_Demomaking-Issue_01_Prologue.shtml The whole site has a lot of stuff, but is mostly PC centric although pre 3D hardware. http://www.flipcode.com/archives/articles.shtml
There are lots of different possibilities to create such trails. You can use simple lines, polygons, point clouds, etc. They all are usually based on one of two concepts: Track the previous positions and use these to draw the tail. Track the velocity/direction and adjust the tail based on that. The first one is better suited for things such as missiles, ...
I use the following method in a 3D scene for grass and vegetation animation, but is easily transformed to 2D geometry. The method is as simple as offsetting vertices of wind-affected geometry by some sine fuction. (vertex shader code follows) float3 wind = sin(time+(pos.x+pos.y+pos.z)*0.1f)*wind_direction.xyz*wind_strength; pos+=wind; Here time is a ...
Hornet archives have the biggest collection of oldschool sources and docs in the internets (mostly from PC though) ftp://ftp.scene.org/mirrors/hornet/code/ Pouet, among other goodies, has a metric ton of links to youtube vids, so you don't have to use any emulator http://www.pouet.net dunno about the Amiga scene, i'd be interested as well.
I think what you're looking for is something similar to soft shadows, only lightening instead. You could have a look at both nVidia and ATI's developer sections for sample shaders to do all sorts of things.
Some things you could do are sway the camera, delay the controls, make the controls unresponsive or unpredictable, as well as blend in previous frames.
There are two ways of achieving this; The top one (at a guess) just uses semi-transparent images. The bottom one more complicated (again a guess) plays with buffers to create the glow (bloom) effect.
it seems to me that what is drawn is segments, not points. So i guess the Well ejects a point of the circle, with a high speed and a speed vector tangent to the circle. And another point is thrown just after, which is linked to the first one to draw a segment. Then i think laws of physics (Newton) are applied with a strong gravity, which explains the speed ...
BillBoard A billboard within your game is always orientated to face the camera. As the camera moves the object is orientated to face the camera. The same theory can also be applied to cause an object to always face another object within your game. based on orientation its divided into 2 types Points, Axial
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