[Fluxus] texture transparency for particles

Dave Griffiths dave at pawfal.org
Wed Aug 12 15:52:10 PDT 2009


On Wed, 2009-08-12 at 22:14 +0200, Kassen wrote:
> 
> 
>         seconded! they look great :)
>         
> Thanks!
> 
> I think I'll create a flickr account to trace my progress. I was using
> Facebook to post a screenshot per update to my town (all of which are
> also me getting to grips with some new aspect of Fluxus) but FB is
> turning on the thumbscrews to the compression a bit too much for my
> tastes. This really takes away from the sense of seeing something grow
> a bit after every session.
> 
> 
> About the rendering; That does sound complicated and any real solution
> will likely go at the expense of losing much of the benefits of
> hardware as we move the GPU's job to Scheme. The "layers" idea sounds
> nice to have in general, it would likely offer a lot of space for
> creative abuse but in practice for "realistic" complicated images (say
> two Judo wrestlers made of coloured glass) the ordering of the layers
> would be a function of the camera's position and angle relative to the
> set of objects in the scene. That sounds like a non-trivial issue to
> me...

Yes, it is - and I have yet to see a game where the transparency doesn't
break in some edge case. The trick is to use a combination of these
sorting techniques where required, and design your scene so its
minimised, and the artifacts you do get are not too jarring.

cheers,

dave







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