One of the features I’m working on for Alpha 10 is particle effects. Those include smoke, dust, fire, mist and others.
Here are some early particle tests from dev tools:
Faced difficulties included writing a shader for billboard particles (so they always face the camera) and keeping spawn rate stable. Rigging particles to the game was also a bit complicated.
So now game will include small dust puffs on roadplans and house plans placement as well as lite smoke from tavern when anyone is eating in it.
Next – some damaged houses fires!
keep up the good work.
A…time has gone since last visit….
Don´t forget smoke shadows.
Do you plan smoke flares in camera when scrolling above a city? Maybe a cool effect, or anoying….
Hi, thanks for asking! )
Smoke shadows are more tricky with shadow maps (they make objects behind either fully shaded or not). I’ll look into this issue bit later (maybe after tackling SSAO and AA, cos that means switching to deferred rendering).
What is smoke flares in camera?
Smoke flares… i mean nothing special technic more an optic trick of 3D. Just a spark of smoke wich flew in higher atmosphere. And if scrolling over the city the sparks get in sight like fog.
Dont remember this scene one for one but if i´m in meaning the camera scrolls above Isengard an sometime smoke flares covers sight of camera.
Looks nice. The day will come when i play this game in multplayer 😀
but campaign will be great at first 🙂 i’ll play it if you release it.
You guys are doing a great job, I hope that you will not abandon your project and see it through to an end.
It has huge potential easily surpassing KaM Remake.
Keep up the great work!!