I want explosions like this...
If not implemented I want options like this
How High? How large(round-wise)? How long explosion lasts? Primary Color? Side Color? How Many Shrapnel pieces? Angle of Shrapnel?
Velocity of Shrapnel?
Even more explosions?
Moderator: Moderators
Those explosions are simple polygon planes with an additive texture on them that scale outwards and darken at the same time (plus smoking debries but those are implemented already anyway). Fairly trivial to do if the explosion system were flexible enough.
A shockwave shader would be very simple, should be possible to derive one from the water shaders. If not there's Doom3 which has such a shader in a simple shader language (not sure which one).
You'd take an image, use the red and green channels to define an offset vector for each pixel and then let the shader do per pixel: add the offset vector to the pixel position, read the pixel there (bilinear interpolation for subpixels) and paint the current pixel with that color. Would have to use a separate input and output buffer.
You could even render the offset images to a separate buffer (while drawing each offset image with an alpha depending on its visibility so the shockwave would fade out instead of disappear) and let the shader run once using the resulting image. The entire operation should be O(n) for both computing and memory (n=pixels per frame). Not sure what to do for pixels sourcing from outside the view but I'd say read the closest pixel (I think that can be handled by using the clamp mode that extends the borders of the image, forgot the name).
OT: In that picture the LC player is about to lose his tanks as he outfitted them with chemical armor even though the UCS does not have chemical weapons (except for the token flamer). In E2160 a unit dies after a few (2-3) hits if it has the wrong armor type. The UCS player is going to be in trouble anyway unless he brought artillery (E2160 is porcing-deluxe, turrets are almost invulnerable against non-artillery units but artillery rips half a base to shreds with a few rounds) and don't ask me why he put his anti-air units right in front of the turrets.
A shockwave shader would be very simple, should be possible to derive one from the water shaders. If not there's Doom3 which has such a shader in a simple shader language (not sure which one).
You'd take an image, use the red and green channels to define an offset vector for each pixel and then let the shader do per pixel: add the offset vector to the pixel position, read the pixel there (bilinear interpolation for subpixels) and paint the current pixel with that color. Would have to use a separate input and output buffer.
You could even render the offset images to a separate buffer (while drawing each offset image with an alpha depending on its visibility so the shockwave would fade out instead of disappear) and let the shader run once using the resulting image. The entire operation should be O(n) for both computing and memory (n=pixels per frame). Not sure what to do for pixels sourcing from outside the view but I'd say read the closest pixel (I think that can be handled by using the clamp mode that extends the borders of the image, forgot the name).
OT: In that picture the LC player is about to lose his tanks as he outfitted them with chemical armor even though the UCS does not have chemical weapons (except for the token flamer). In E2160 a unit dies after a few (2-3) hits if it has the wrong armor type. The UCS player is going to be in trouble anyway unless he brought artillery (E2160 is porcing-deluxe, turrets are almost invulnerable against non-artillery units but artillery rips half a base to shreds with a few rounds) and don't ask me why he put his anti-air units right in front of the turrets.