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rb+ particle demonstration

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CJ had mentioned several times that he thought it was odd I was playing around with rb+ so much but not checking out the particle functionality. So this morning I had a little look and discovered the example firework project wasn't really giving much of a demonstration of what could be done. In fact, it was a bit broken as it didn't really work on hardware :0)

 

So, with the help of my almost 4 year old son, I put together this little project that first saturates the particle engine and then, as time passes and a larger and larger delay is introduced before requesting more particles, you get to see a bit more of what happens.

 

In doing this, I got to see for myself how much it could add to a game or just how it can be nice making little dots that track around with a few tiny calculations, it's really quite powerful. I requested more of the functionality to be exposed on the rb+ side, rather than via the .S file, and as usual GGN came along and worked his magic, so that will all soon be released in what is an increasingly epic update to rb+ (a whole truckload of new features and more friendly use). Then some real fun with particles will be possible. If and when Raptor's sprites-as-particles functionality is unleashed to rb+ users, it's going to be bullet hell heaven, ummm... bullet heaven? Whatever, go see dots.

 

post-25413-0-42038500-1425132323_thumb.png

 

particles.abs

 

particles.zip

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Will update this with a version compatible with rB+'s new method of internal particle tables soon.

 

Until then, here's some new particle action for your rB+ project folder: 108k: a 60fps demonstration of 108,000 plotted and tracked pixels per second, variable speed audio and a 4-way meshed logo. Make sure you have the latest rB+ (see sig). Use UP and DOWN on D-pad to increase and decrease the delay before requesting more particles.

 

Take a look and see how it's done, there's only a teeny tiny bit of code. Multiple objects based on the same particle buffer definitely has possibilities for fun, especially when you flip and track them. Will have a see how many I can get on screen at once, a few more than the 6 I set up for this I should think.

 

post-25413-0-33415500-1425779755_thumb.png

 

108k.zip

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Any chance of video clip of this in motion for those of us without working pc? It's great to see all the things you can do, but better to really see it! Hope to grab myself a new pc this coming week ;)

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Any chance of video clip of this in motion for those of us without working pc? It's great to see all the things you can do, but better to really see it! Hope to grab myself a new pc this coming week ;)

 

I could do but I'm not sure it's worth the trouble :) It's literally just plugging a few numbers into a few holes and sitting back to watch the trippy dancing dots...

 

In a week you'll get to have a play and luckily I managed to get the website and tutorial stuff up and ready just in time for you. Knowing you wanted to give things a go was a good motivator to get things in shape. I don't mind going through any of it with you if I'm available, we can do a ps4 conference call and you'll see how insanely easy it is to get some sprites moving and stuff :lolblue: For now read the tutorial zero at the site in my sig, we'll be good to go then!

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vid for gaz, change it to 720P or you'll only get 30fps, not 60. Set it to 1/4 speed and you can see a bit better how each particle tracks.

 

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That's awesome :) thanks for doing that. Will head to pc world tomorrow or.Tuesday me thinks..need in on the action :)

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Can't leave these damn particles alone it seems.

 

I was experimenting with scaled particle buffers and was considering a "demo effect" that I thought might give a kind of light-sourced brixxel particle layer with an offset, variable scale copy underneath as a moving, scaling shadow. A bit of magic with colours and it'd probably look decent. I put a few of the particle variables on the controller to test out some stuff... then spent the next 15 or 20 minutes just making pretty patterns. So that was that, put a logo on it and some instructions. I know I'll want to add more to this once the new raptor magic is in place, but there's still lots of scope for making use of more buttons and more tinkering before then... even considering having A, B and C as shifters to allow a lot more possibilities.

 

Here's 0.01 of "particle playtime" :lolblue:

 

post-25413-0-74170600-1425859317_thumb.png

 

playtime.abs

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TBH I watched the video on my phone, and I thought to myself, "It would have been better to just show the actual particle effects and not add on some funky post processing stuff for the video titles"...

 

Then I realized, "oh shit.. it's full of stars!*"

 

* actually "holy crap, it's all particles!"

 

VERY impressive

 

I was expecting it to just be the row of firework type effects! :D

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VERY impressive

 

I was expecting it to just be the row of firework type effects! :D

 

Like a lot of what raptor offers, the particle system has never been shown off beyond a cameo in our "lol RE8bitOOT" productions. rB+ gives people the chance to now show us what we should have been doing all along :lolblue: It makes a wannabe graphics kid like me feel uber powaful. Fun as a bagotits... dive in, surround yourself in awesome and not know where to put your hands first.

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Like a lot of what raptor offers, the particle system has never been shown off beyond a cameo in our "lol RE8bitOOT" productions. rB+ gives people the chance to now show us what we should have been doing all along :lolblue: It makes a wannabe graphics kid like me feel uber powaful. Fun as a bagotits... dive in, surround yourself in awesome and not know where to put your hands first.

Lol bagotits! You have to be careful messing with them though or you'll end up with a bagowank & your particles will all be shot. Think I'm going pc hunting!

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If and when Raptor's sprites-as-particles functionality is unleashed to rb+ users, it's going to be bullet hell heaven, ummm... bullet heaven? Whatever, go see dots.

 

Um, I just noticed your last sentence there.... sprites as particles? Is that for real? Cause that would be awesome. I never noticed that mentioned in the Raptor manual. Is it still on the cards for us RB+ peeps?

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Um, I just noticed your last sentence there.... sprites as particles? Is that for real? Cause that would be awesome. I never noticed that mentioned in the Raptor manual. Is it still on the cards for us RB+ peeps?

 

 

Oh, you guys want this? I thought it was just for me.

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It's not really part of the RAPTOR core, it's a bolt on GPU routine that applies the particle logic to a given range of RAPTOR objects. It's used in the 'II' demo for the explosion debris fields.

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It's not really part of the RAPTOR core, it's a bolt on GPU routine that applies the particle logic to a given range of RAPTOR objects. It's used in the 'II' demo for the explosion debris fields.

No worries. Sounds cool though!

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