Friday 3 February 2012

Smoke and Steam Systems Polishing

 

I have added a few changes to the exhaust system to make it look more realistic.  I basically using two elements for each particle spawn, one that is larger with more transparency in the center that lasts longer... This gives a nice "wispy" effect as the smoke disappears.  The other particle is smaller but solid in the middle, to fill the centers of the larger particles.  The filler particles only last about half as long. 





I have done a lot more work with the Steam System, slowing the movement/spawn rate down, adding more variation and implementing a simple "fade in, fade out" life span for each particle.  At the peak of its existence, there is a chance that it will spawn a new particle that has a greater directional velocity, giving a nice "billowing" effect.  The particles are also chained to the element before them, so they do not bunch up too close and do not get too far away.

I still have more adjustments to make with this system, and I am still having trouble with alpha blending... I must either sort every particle relative to the position of the camera, or I must figure out a way to Alpha Blend particles correctly in XNA 4.0  (Apparently this is a fairly common problem, with no real clear cut solutions)

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