a beam / arc discharge / laser beam system

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need this as a bonafide irrlicht scene node / particle system

yes
18
100%
no..don't bother
0
No votes
 
Total votes: 18

mohaps
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Joined: Tue Jun 08, 2004 1:54 pm
Location: Shrewsbury MA
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a beam / arc discharge / laser beam system

Post by mohaps »

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
Image



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
mohaps
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Post by mohaps »

done...

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
etcaptor
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Post by etcaptor »

Great job mohaps!

This will be very good addition for Irrlicht
ImageImage
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--- etcaptor.com ------freenetlife.com
MACARRAUM
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Location: Brazil

Post by MACARRAUM »

error :!:

missing d3dx9_24.dll :cry:
etcaptor
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Post by etcaptor »

ImageImage
Site development -Rock and metal online
--- etcaptor.com ------freenetlife.com
mohaps
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Post by mohaps »

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
---
Saurav Mohapatra
author, artist and bona fide geek

web: http://www.mohaps.com
email: mohaps AT gmail DOT com
mohaps
Posts: 248
Joined: Tue Jun 08, 2004 1:54 pm
Location: Shrewsbury MA
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Post by mohaps »

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
---
Saurav Mohapatra
author, artist and bona fide geek

web: http://www.mohaps.com
email: mohaps AT gmail DOT com
etcaptor
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Post by etcaptor »

Here are also two links to missing MS files for non MS users like me :lol:

MSVCR71.dll
msvcp71.dll
ImageImage
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--- etcaptor.com ------freenetlife.com
Electron
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Location: Massachusetts USA

Post by Electron »

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
mohaps
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Post by mohaps »

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
Bryan Abrams
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Post by Bryan Abrams »

wow this will help for some fancy magic effects for irrworld, if you don't mind that is :)
AlexL
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Joined: Tue Mar 02, 2004 6:06 pm
Location: Washington State

Post by AlexL »

This looks really nice, and I think it would be nice to add it in as a scene node. Though I didn't vote as I didn't need it, but I thought it a good investment of time. Keep up the good work with all of your extentions :D
Murphy
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Post by Murphy »

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? :)
bal
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Post by bal »

Very nice work again. Although I wouldn't integrate all this stuff in Irrlicht itself. Because then it will get bloated easily if you ask me.
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mohaps
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Post by mohaps »

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);
this interface is not final yet
@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
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