Can I do a Home World II Style Engine Trail

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
Post Reply
Sean Doherty
Posts: 40
Joined: Tue Jul 20, 2004 12:21 am

Can I do a Home World II Style Engine Trail

Post by Sean Doherty »

Here is an image of my game in DirectX:

www.FreelanceGames.com/Graphics/StarCry-S4.jpg

Since you can't do axis aligned bill boards with Irrlicht; is there an easy way to code this effect within the Irrlicht engine? I already have a working DirectX node; but it doesn't loook like I can bring it into the engine as a custom node?
Sean Doherty, BCS
www.FreelanceGames.com
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Particles?
General Tools List
General FAQ
System: AMD Barton 2600+, 512MB, 9600XT 256MB, WinXP + FC3
Sean Doherty
Posts: 40
Joined: Tue Jul 20, 2004 12:21 am

Post by Sean Doherty »

Particles can be fairly slow depending on the number of particles in your scene. By using an axis aligned billboard, I am able to produce the engine trail effect by using around 10 QUAD?

Are there any other options?
Sean Doherty, BCS
www.FreelanceGames.com
calimero
Posts: 45
Joined: Sun Aug 08, 2004 4:31 pm
Location: Nice, France

Post by calimero »

I post some code in the opendiscussion forum to implement a new node (axial billboard) that may suit your needs.
Tyn
Posts: 932
Joined: Thu Nov 20, 2003 7:53 pm
Location: England
Contact:

Post by Tyn »

You'd do good to post it in the IrrlichtNX forums as well.
calimero
Posts: 45
Joined: Sun Aug 08, 2004 4:31 pm
Location: Nice, France

Post by calimero »

whaouu !! that's a rapid answer.
I prefer to see if people are interested in in order to perhaps write a more robust node or implement different functionnalities. I think it's better to only commit very clear and robust code in the cvs base.
Post Reply