Some pie in the sky thinking.
It would be cool if some Quake port did a fully fledged particle system. Preferably something that could be standardized and co-exist with existing effects.
What do I mean with 'fully fledged'? I mean you have variables like lifespan, size, rotation direction, and how those vary over a lifespan. Darkplaces particles are very nice and easy to mod, but doing some more extensive effects isn't possible using only effectsinfo. So I'dd like more functions for particles and more variables to tweak. This is a good example (it looks more involved then it really is)
Particle Effects for Games - TimelineFX
Another idea for stuff like fire would be to have an 8bit grayscale sprite (256 colors) and a texture with width of 256 as a look up table. The width would define the colors and the height would be the transition over time (so rows of look up colors that get traversed). So you could start with a gradient that goes from orange to yellow to white and ends with red to black. With additive blending that could give very convincing energy and fire effects, etc.
In the meanwhile we'll just need to live with Quake's limitations. Just would be nice to have and all...
It would be cool if some Quake port did a fully fledged particle system. Preferably something that could be standardized and co-exist with existing effects.
What do I mean with 'fully fledged'? I mean you have variables like lifespan, size, rotation direction, and how those vary over a lifespan. Darkplaces particles are very nice and easy to mod, but doing some more extensive effects isn't possible using only effectsinfo. So I'dd like more functions for particles and more variables to tweak. This is a good example (it looks more involved then it really is)
Particle Effects for Games - TimelineFX
Another idea for stuff like fire would be to have an 8bit grayscale sprite (256 colors) and a texture with width of 256 as a look up table. The width would define the colors and the height would be the transition over time (so rows of look up colors that get traversed). So you could start with a gradient that goes from orange to yellow to white and ends with red to black. With additive blending that could give very convincing energy and fire effects, etc.
In the meanwhile we'll just need to live with Quake's limitations. Just would be nice to have and all...

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