#3DS in Skandinavia !
08-Nov-93 14:38:58
Sb: #65387-#3DS in Skandinavia !
Fm: John Ellis 72440,3046
To: Martin Enthed 100277,1272
Martin
>> Somekind of fire AXP that turn's everything in the seen into flames… <<
Yeah, that'll definetely do the trick, TORCH the suckers!
>> Do you want the clouds to move irregularly in the wind, gathering up with
other clouds… <<
Ideally individual clouds should have their own random pattern (which
can be adjusted to be like Cirrus <Ice clouds> or Cummulus Nimbus
<Storm Clouds> but at the same time look similar. I would be happy
with a good set of moving clouds overhead. If you can develop a
particle system that can be opacity mapped onto a dome or plane with
good pattern motion that would do the trick.
An example of a procedural material would be like wood grain that
flows through the contours of irregular shapes. For certain instances
this is much better than texture mapping. These are the SXP's.
Not having done any programming with Watcom, I can't say whether its
suicide or not, but having worked with some "old-fashioned"
compiler's like fortran etc, it has been my experience that good
modular programming and clean code makes the job of debugging fairly
easy. Some of the newer compilers have some good trouble-shooting
features which I imagine is what GY is talking about. Especially
when you're up against deadlines. <G>
IXP's are good for special effects too, but I think alot more
diversity of opportunity with AXP's and KXP's. How complex do you
think you can get with them? I realise this is a vague question. – JE