Raydium 3D Game Engine

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PostPosted: Sun Dec 06, 2009 10:26 pm 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
Sorry, I now remember we've already talked about that :) And the "blurred ghost" of disappearing light sources is an exciting idea !

I'll perhaps try to decimate the UFO model (that's not a real trouble, I was just stating the huge amount of details of the 3D mesh) and will try to find back that 3D model that may perhaps interest you:
http://freeway.raydium.org/captures/ray ... 536-01.jpg


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PostPosted: Mon Dec 07, 2009 11:32 pm 
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Joined: Tue Jul 08, 2008 2:37 am
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WOW! That would be great! :D

About R942: I've tried many different settings and values for the disappearance effects. The commit seems the best to fit for all kinds of lens flares. The starry sky demo looks a bit strange now, when you move the mouse very fast, so many stars will stay at the screen corners for the disappearance time, but this is also a "stress test" demo using the maximum allowed amount of lens flares. Please look and test the changes, I wasn't able to find any situation where I could say that it doesn't look okay for me. :)


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PostPosted: Tue Dec 08, 2009 2:01 pm 
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Location: gnniiiii (Scrat)
About the 3D model, it's on the repository: "cityl.tri". It's very basic, see what you can do :)

Rev 942: Very nice ! On sun and car headlights the result is excellent, for instance. It's true that the star field looks a bit strange, but I think it's only a matter of light "power". Stars a way less bright than the sun or headlights, so it looks weird that it disappears so slowly. Perhaps should we think about a "disappearing speed / persistence" setting in the .lf file ?


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