First of, thanks for all the replies! TIGForums, as helpful as always...
Particle generation is fairly easy way to do "fancy graphical stuff" without having to get into shader programming.
[..several examples..]
Thought so! So, particle systems will it be. I'm not into Game Maker, but I guess there are lots of tools for previewing particle effects floating around in the net.
Oh, messing around with transparency/alpha levels can get you cool effects. Those are probably the easiest to do.
Heh yes, I've done this before by just messing around. Can lead to pretty nice results indeed!
@Skomakar'n:
Looks nice indeed!
First of all, learn the basics. I used the Orange Book and Lighthouse3D to teach myself the basics, although I don't know what would be the best way to do it today. For HLSL, the DirectX SDK contains tons of useful demos, some of which are really basic, and for GLSL I suppose the Lighthouse3D tutorials would still do. It doesn't matter much as you only need it to teach you how to do setup.
http://www.lighthouse3d.com/opengl/glsl/The Orange Book looks pretty solid for shaders. Though, since I am pretty new to 3D too, I thought about buying a book about general OpenGL first - I currently have my eye on the
OpenGL SuperBible(url]. Concerning LightHouse - the website talks about "reading the OpenGL 2.0 and GLSL official specs". Was there much change between 2.0 and 3.x concerning shaders?
If the physics of different lighting models are what you're after, I'll see if I can dig out a few good books.
Not yet, maybe later - so much other stuff in this thread to try out first. Thanks for the offer!
Wow, these look really nice. Thanks!
The GPU Gems you mention seem to be especially useful - since part 1 is
online available, I could look into it right away
Scouring research papers and presentations from conferences can also prove fruitful.
Yeah... so far it's really hard for me to understand most theoretical presentations. That's one of the reasons I decided to work harder on understanding all the stuff which I dismissed before as "too difficult". I hope "practice makes perfect" also applies here, because that's what I will do a lot now.
Will do. Though I'm not sure how much it will help me, having an ATI Radeon - well, I guess not all of their effects will be Nvidia-only.
For flash games, there is somthin called pixelbender that can do shader stuff for flashgames.
Pixelbender looks crazy indeed! But it isn't hardware accelerated as of now, is it?
About particle, is there any algorithm to create a 'beam' type particle? I went through google only to find accelerated particle gun things(what it has to do with 3D games?)
What do you mean?
You can do a glow effect similar to bloom, draw your glowing stuff on a low res texture, then stretch it(so everything is blurry), and draw it over your screen with alpha blending
Sounds pretty straightforward, thanks for the idea! I will try it out later.
@drChengele:
Wow, thanks for the great tutorial! I really didn't anticipate that!
When you get the dialogue, select Invert, Normalize, Preview on, and experiment with border values until you are satisfied with the glow. Radius 1 should be 0, and Radius 2 should be anywhere between 2.0 to 15.0, depending on how large you want your glow.
The smaller Radius 2 is, the bigger the glow, do I interpret the result right? Because the black part gets bigger with bigger radius, and therefore the white part smaller - which makes the glow effect smaller in the middle?
And afterwards I have to fill the outside areas with black, so it doesn't impact on the outside of my sprite?
Silhouette before:
Silhouette after:
(Or am I using the Difference of Gaussians wrong?)
Anyway, after filling with black it glows kind of nice, if not a little too much when I use no alpha (I'm currently trying it out in Photoshop). Although I have a per-pixel alpha values on my source sprite, luckily only for the edges. Would there be another method for inner glow which can deal with per-pixel alpha values too?