GMC challenge 1
#21
Posted 08 February 2012 - 12:21 AM
#22
Posted 08 February 2012 - 04:13 AM
Not my forte but I'll see what I can do :D
One of these challenges should be destructible terrain! Or something else high in demand.
But splash is nice too! I'm thinking platformer splash effect using primitives for ripple effect. And particles for actual splash effect. Splash particals will turn into foam upon contact with water surface.
Physical splash will be 2 dimensional but I'll probably show it on a pseudo-3d plane if fps allows it.
#23
Posted 08 February 2012 - 06:18 AM
#24
Posted 09 February 2012 - 11:12 PM
Wow. Amazing answer. Really tells him which one it is.
I think that's a +1 rep point for complete failure to acknowledge the question. :D
Edited by Zesterer, 09 February 2012 - 11:13 PM.
#25
Posted 10 February 2012 - 01:40 AM
I didn't actually see this. What chance means is "both are allowed", which is unfortunate because I was looking forward to seeing chance fail for once...Yes.
3d or 2d?
#26
Posted 10 February 2012 - 07:42 AM
#27
Posted 10 February 2012 - 11:27 AM
OK, I was being flippant.@chance
Wow. Amazing answer. Really tells him which one it is.
Look, paul23 hasn't placed any restrictions like this in the rules (1st post). Of course, HE MAY do this at some point. He might require 2D/particle solutions. But so far he hasn't. Until then, we have paul's rules: GML or DnD / GM8, 8.1, or GM:HTML5 / no extensions. Period.
Personally, I may try two different approaches: the first using particle effects in 2D, and the second using 3D objects. Not sure which will work best.
.
Edited by chance, 10 February 2012 - 11:28 AM.
#28
Posted 10 February 2012 - 04:32 PM
OK, I was being flippant. :tongue: But the question was silly. I mean, he might as well ask "Windowed mode, or full screen?" Or ask "Are surfaces allowed?" Or even "what frame rate should I use?" We get questions like this in every competition.
@chance
Wow. Amazing answer. Really tells him which one it is.
Look, paul23 hasn't placed any restrictions like this in the rules (1st post). Of course, HE MAY do this at some point. He might require 2D/particle solutions. But so far he hasn't. Until then, we have paul's rules: GML or DnD / GM8, 8.1, or GM:HTML5 / no extensions. Period.
Personally, I may try two different approaches: the first using particle effects in 2D, and the second using 3D objects. Not sure which will work best.
.
Better said: they will come.. But when I made this post I simply won't have the time to create the rules, that's what this week is for. You discussing what rules may be. Me simply watching and making decision taking into account discussion. Personally I'm leaning now towards simply 2d-front view effects: those are more accessible to create. And by keeping the submissions similar, I make judging way easier
#29
Posted 10 February 2012 - 07:25 PM
You discussing what rules may be. Me simply watching and making decision taking into account discussion.
So, we gonna do this windowed, or fullscreen?
#32
Posted 12 February 2012 - 09:54 PM
Fastest / Best conversion from a surface to a ds_grid and vice versa.
Either that or 100% GML shaders.
Having some fast surface to grid conversion methods would really open up a lot of other engines.
#33
Posted 12 February 2012 - 10:01 PM
Never really worked with either, much, so... hmm.
The other idea would be a particle effect. Rock hits water, the water itself doesn't change, but I create a particle effect that looks pretty splashy.
I'm not one for big, expensive effects, so don't expect anything fancy from me.
#34
Posted 12 February 2012 - 11:04 PM
Remember that as this is a trial run there might be minor changes to rules during the week. Though I doubt that really happens a lot.
#35
Posted 13 February 2012 - 04:48 PM
Challenge on!Just to inform everyone, the submission topic is now up.
The specific rules for this challenge seem pretty clear. The goal is to make a realistic looking splash effect in code -- but also one that's fairly easy for someone else to use. Hence, the variables for customization.
But what does this mean:
What exactly do you mean by "not over the top"?...please remember that the effect you generate should not be over-the-top.
#36
Posted 13 February 2012 - 05:04 PM
Burning the cpu of my pc because of millions of particles/objects in the effect is definatelly over the top. It's just a reminder that code should always be made so that others can use it.But what does this mean:
What exactly do you mean by "not over the top"?
...please remember that the effect you generate should not be over-the-top.
#37
Posted 13 February 2012 - 08:55 PM
EDIT: Lost all extra time. Wasnt really thrilled about the theme in the first place...
Edited by The Legend, 17 February 2012 - 07:09 PM.
#38
Posted 14 February 2012 - 12:24 PM
I figured that's what you meant. But wanted to be sure. So thanks.Burning the cpu of my pc because of millions of particles/objects in the effect is definatelly over the top. It's just a reminder that code should always be made so that others can use it.
What exactly do you mean by "not over the top"?
*****
OK... I finally got started. So far I'm focusing on the water surface. Got a nice wave thing going when the rock hits. It's not an accurate physics simulation, but it looks pretty realistic. There's a big impact wave, then it dies down to small quiescent waves.
I'm planning it so users can replace my rock with an object of their own (within size limits). That way, it can be easily incorporated into a game. I'll update this as I go along.
@paul23: can I post in the submission topic now... and update that post -- sort of like a blog? Or would you rather just use that for "final" submissions?
#39
Posted 14 February 2012 - 02:49 PM
#40
Posted 14 February 2012 - 02:53 PM
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