burning objects FIRE
- sinbad
- OGRE Retired Team Member
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Definitely possible, but you'd need to implement the burning algorithms and the modification of the mesh yourself, since that's a behavioural rather than graphical thing. On Ogre's side you'd just have to decide how to implement the fire effect, say through animated textures, or something smarter like a pixel shader.
- Antiarc
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- bad_camel
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- Antiarc
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Well, they've also been working on it for what, 5 years now? And they're funded by bargeloads of cash, courtesy of Half-Life.
But yes, the Source engine is amazing. From what I've seen, I like it even better than the Doom3 engine. While perhaps less technically impressive, it delivers a much fuller feel.
And it can use a pallete that isn't composed entirely of blacks, greys, browns, and the occassional red, too.
But yes, the Source engine is amazing. From what I've seen, I like it even better than the Doom3 engine. While perhaps less technically impressive, it delivers a much fuller feel.
And it can use a pallete that isn't composed entirely of blacks, greys, browns, and the occassional red, too.
- sinbad
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The HL2 fire appears to be formed from:
- one or more animated flame textures, additive blended
- a heat haze billboard which is rendered using a pixel shader, this is basically a trasparent quad with a wave distortion of the existing contents of the frame buffer
- a glow which might be as simple as a few additive quads but might be more complex, I'm not sure
Their water distortion is a similar pixel shader to the heat haze but using a different combination of waves (the heat waves dissipate with vertical distance for example, but the water appears to have more intersecting waves, maybe 3-5 sine waves).
Damn, it's beautiful Mind you, it was running on a Radeon 9800 Pro, I'm not sure how many effects we'll lose on lesser cards.
- one or more animated flame textures, additive blended
- a heat haze billboard which is rendered using a pixel shader, this is basically a trasparent quad with a wave distortion of the existing contents of the frame buffer
- a glow which might be as simple as a few additive quads but might be more complex, I'm not sure
Their water distortion is a similar pixel shader to the heat haze but using a different combination of waves (the heat waves dissipate with vertical distance for example, but the water appears to have more intersecting waves, maybe 3-5 sine waves).
Damn, it's beautiful Mind you, it was running on a Radeon 9800 Pro, I'm not sure how many effects we'll lose on lesser cards.
- bad_camel
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