a beam / arc discharge / laser beam system
a beam / arc discharge / laser beam system
I have uploaded a Demo Executable and MPEG Video of the Squiggly Line System in action
at http://www.etvig.com/istuff/blaze/squiggly.html
enjoy
working on making it a scene node...
you can see its evolution in this post http://irrlicht.sourceforge.net/phpBB2/ ... php?t=6008
at http://www.etvig.com/istuff/blaze/squiggly.html
enjoy
working on making it a scene node...
you can see its evolution in this post http://irrlicht.sourceforge.net/phpBB2/ ... php?t=6008
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
done...
I have created a SizzlerSceneNode class for the beam
I have created a SizzlerSceneNode class for the beam
Code: Select all
SizzlerSceneNode* sizzler = new SizzlerSceneNode(getDevice()->getSceneManager(),
startNode,
1,
vector3df(0,0,0),
endNode->getAbsolutePosition(),
false,
SColor(100,200,240,230),
100,
bbTex,
35,
10,
20);
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
thanks for the link etcaptor
i just updated the video for the stuff.. as the video was mismatched with the screenshot..
download the new video at http://www.etvig.com/istuff/blaze/squiggly.html
i just updated the video for the stuff.. as the video was mismatched with the screenshot..
download the new video at http://www.etvig.com/istuff/blaze/squiggly.html
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
had a upload snafu... the links should work now.. i have also added etcaptor's link for the missing dlls on the page
http://www.etvig.com/istuff/blaze/squiggly.html
http://www.etvig.com/istuff/blaze/squiggly.html
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Will you be uploading the code for this soon? Looks very cool.
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
code shall be released via the M_TRIX site...as soon as i am done cleaning it up..
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
-
- Posts: 44
- Joined: Mon Mar 29, 2004 7:46 pm
- Location: New Jersey
- Contact:
Very nice effect. Reminds me a bit of the energy barriers for closed sections of the track in Wipeout Fusion (though I think those were just mostly transparent textured polys).
What is it? A bunch of lines with billboards on the verts?
How many lines/billboards is your screenshot composed of?
How about showing us the prototype for the SizzlerSceneNode constructor so we can get an idea of what the parameters are?
What is it? A bunch of lines with billboards on the verts?
How many lines/billboards is your screenshot composed of?
How about showing us the prototype for the SizzlerSceneNode constructor so we can get an idea of what the parameters are?
Code: Select all
class SizzlerSceneNode : public ISceneNode
{
public:
SizzlerSceneNode(ISceneManager* smgrPtr, //scene manager
ISceneNode* parentNode=0, // parent node
s32 nodeId = -1,//node id
const vector3df& startPointPosition = vector3df(0,0,0), //the start position
const vector3df& endPointPosition = vector3df(0,200,0), // the end position
bool endPointIsRelative = true, //is end point in model space or world space
const SColor& lineColorValue = SColor(100,200,240,230), // color of the lines
s32 segmentCountValue=50, // number of segments
ITexture* bbTexture=0, // billboard texture
s32 billboardSizeValue=30, // billboard square size
s32 thicknessValue=10, // number of lines
f32 amplitudeValue=20); // oscillation amplitude for lines about mean position
};
in the main
Code: Select all
sizzler = new SizzlerSceneNode(getDevice()->getSceneManager(),
startNode,
1,
vector3df(0,0,0),
endNode->getAbsolutePosition(),
false,
SColor(100,200,240,230),
100,
bbTex,
35,
10,
20);
@murphy
yes it is just a bunch of lines with a line of just billboards at each vertex...
the amplitude decides how much the lines can deviate from mean positions.. and the thickness decides how many lines are to be drawn... if you set thickness to zero just the billboards are drawn...
---
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com
Saurav Mohapatra
author, artist and bona fide geek
web: http://www.mohaps.com
email: mohaps AT gmail DOT com