September 13, 2011 at 15:26 #21805+13
I just wrote my very first shader.. uff. It’s force field which can display up to 8 hits.
September 13, 2011 at 15:38 #147129
Nice! This is something I could use. :D
What is configurable in it? Does it use the model’s bounds? Could I use that? I imagine the color is also configurable and the textures?September 13, 2011 at 15:49 #147130
Texture, color, minimal visibility, effect duration and size are configurable. It’s control set to sphere, which sets material on it.
Hits are registred as contact point position using this control and effect animation is based on distance from contact point and time. So if you set contact point on object it shows animation like above. If you put it in front of it it should display same effect with smaller radius.
Link to ugly and poorly documented codeSeptember 13, 2011 at 16:01 #147131
The only wish I’d have is to be able to override the mesh so if I wanted to use, for example, an oval surrounding a ship, or a cube (anyone can thing of Borgs?) it could be done.
Except for that, great job.September 13, 2011 at 16:07 #147132
Box or oval should be possible to use. Only problem is that it has to be higher-poly because distace is calculated from vertex.September 13, 2011 at 16:33 #147133
I just made cube in blender (for some strange reason I could not export create highpoly cube, so it’s some kind of bended cube) and here’s result (texture mapping is wrong, it can be fixed):
I just changed model and it worksSeptember 13, 2011 at 16:41 #147134
That’s real nice. I like!
Just a tiny bit of criticism here though. It would be much better if the mouse was “free” and you could move the camera around when you clicked on the “field”. As it is now, with the camera moving, it’s hard to properly see the effect. Just saying. It’s not a big deal.
As for your other post about higher vertex count, that shouldn’t be a problem if you specify it in the Javadoc.September 13, 2011 at 17:07 #147135
Very very nice
the real forceshield! Just Rate your post! :DSeptember 13, 2011 at 18:00 #147136
@ficik: How did you get to run that scene fast with the HoverCraft added? Because the HoverCraftTest is very slow with its HullCollisionShape.September 13, 2011 at 18:03 #147137September 14, 2011 at 05:03 #147128
nice work man, i like itSeptember 15, 2011 at 09:01 #147138
359pParticipantSeptember 15, 2011 at 11:20 #147139
@mifth it would be honor to me
But don’t add it now. I need to fix few things and improve comments. I’ll post new version soon.September 15, 2011 at 11:59 #147140
COOOOLLL!!! Would you like to be a member of a project or just paste a code here?
If you want to be a member, so I need your email to give you an access.September 15, 2011 at 13:26 #147141
I’m not going to work on more shaders or keep improving this one. I’ve got right now what I need for my game. So for now code-pasting would be enought. Maybe next time, but thanks.
You must be logged in to reply to this topic.