irrWeatherManager 0.0.5 - weather system for Irrlicht
Sun is attached to camera, that you couldn't run away from sun. Other way to do is set huge distance from sun and camera and don't attach it to camera, but then you could run away from sun and that's not good. In real world you can run from sun only by travelling to other earth side, but in game best option is to attach sun to camera (i think so..).
My project in forum- ATMOsphere - new dynamic sky dome for Irrlicht
maybe you can look into the code for creating a skybox? i don't know how its done but a skybox does not "run away" when you moving around. maybe you can use the same transformation method of a skybox and apply it to your sun.
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there is a problem with the cloud normals, they dont even show up in linux without changing the normals.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
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*evil laugh*cobra wrote:Virion: You stole my thoughts.
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My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
I've been working with irrWeatherManager some more, and I've started working on the clouds again.
Before I had only slight changes to Bitplane's cloud scene node, but now I just used it as a base for a whole new cloud!
Here's what the September release's clouds will look like (with slight change):
http://skyreignsoftware.net16.net/Image ... louds1.png
http://skyreignsoftware.net16.net/Image ... louds2.png
http://skyreignsoftware.net16.net/Image ... louds3.png
http://skyreignsoftware.net16.net/Image ... louds4.png
Now the clouds use less particles (50 less particles per cloud for minimum effect!), it doesn't use the original cloud scene node's child particles anymore, it uses random texture coordinates with one material texture that has 4 rows and 4 columns.
In the same scene I got 75% better frame rate than irrWeatherManager 0.0.1.
Now there's also no sorting.
Enjoy!
Before I had only slight changes to Bitplane's cloud scene node, but now I just used it as a base for a whole new cloud!
Here's what the September release's clouds will look like (with slight change):
http://skyreignsoftware.net16.net/Image ... louds1.png
http://skyreignsoftware.net16.net/Image ... louds2.png
http://skyreignsoftware.net16.net/Image ... louds3.png
http://skyreignsoftware.net16.net/Image ... louds4.png
Now the clouds use less particles (50 less particles per cloud for minimum effect!), it doesn't use the original cloud scene node's child particles anymore, it uses random texture coordinates with one material texture that has 4 rows and 4 columns.
In the same scene I got 75% better frame rate than irrWeatherManager 0.0.1.
Now there's also no sorting.
Enjoy!
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Update on new 0.1.5 clouds:
- Now you can have a random cloud particle 4x4 "palette" for each cloud
- Added new "grainy" clouds to look more natural
- Added simple moon (unrelated)
Now the current two types of cumulus mix together to look pretty cool.
The developer can put any number of texture file paths into an irr::core::array (contained in the cloud construction info) and the cloud creator will randomly select one palette.
- Now you can have a random cloud particle 4x4 "palette" for each cloud
- Added new "grainy" clouds to look more natural
- Added simple moon (unrelated)
Now the current two types of cumulus mix together to look pretty cool.
The developer can put any number of texture file paths into an irr::core::array (contained in the cloud construction info) and the cloud creator will randomly select one palette.
is it possible to set the height of the clouds?
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My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
Virion: You can set the size of every cloud.
In irrWeatherManager, the default size is (0.15,0.2,0.3).
This was added by me to the cloud scene node because the original clouds were more like fog rather than clouds.
Stefbuet: The clouds with the grainy particles are meant to try to make them look more random and natural. But I want to improve that so that every cloud doesn't look the same (Some smaller, thinner clouds that are wispy would like nice, too.).
Also, the developer can make any cloud particle palette he wants (given that it is 4x4) and put those all into an array. Then the cloud generator will choose a random palette. This makes possible many, many, different kinds of clouds.
In irrWeatherManager, the default size is (0.15,0.2,0.3).
This was added by me to the cloud scene node because the original clouds were more like fog rather than clouds.
Stefbuet: The clouds with the grainy particles are meant to try to make them look more random and natural. But I want to improve that so that every cloud doesn't look the same (Some smaller, thinner clouds that are wispy would like nice, too.).
Also, the developer can make any cloud particle palette he wants (given that it is 4x4) and put those all into an array. Then the cloud generator will choose a random palette. This makes possible many, many, different kinds of clouds.
no, by height i mean the distance between the clouds and the ground. sorry for causing confusion.
My company: http://www.kloena.com
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info
My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info