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Let's have a (virtual) fireworks competition! |
Jonatan Hedborg
Member #4,886
July 2004
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Who can make the nicest looking fireworks? Deadline is 31st december, 23:59 GMT. Any language, any library. Should be able to compile and run with minimal fuss, posting of pre-built binaries is encouraged. It should run for at about a minute, and be judged for that time. After everyone has posted, we vote for which one we liked best (other than our own). Simple! Anyone in? Suggestions for improvements?
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CGamesPlay
Member #2,559
July 2002
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Compile and run on Windows? Linux? OS X? -- Ryan Patterson - <http://cgamesplay.com/> |
Jonatan Hedborg
Member #4,886
July 2004
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I'm not going to tell people what to use, but obviously it's more fun if as many people as possible can compile it. If you make it harder to compile, less people will view it. Then it might be good to post several screenshots or a video of the fireworks in action
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Steve Terry
Member #1,989
March 2002
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Damn, if I only had time to compete I would. ___________________________________ |
KnightWhoSaysNi
Member #7,339
June 2006
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I'm working on an allegro 4.4 opengl game framework type thing. This would help / encourage me to work on the particle system aspect of it. |
blargmob
Member #8,356
February 2007
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Can we pre-compile a binary and just include the source? --- |
Jonatan Hedborg
Member #4,886
July 2004
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KnightWhoSaysNi said: I'm working on an allegro 4.4 opengl game framework type thing. This would help / encourage me to work on the particle system aspect of it. Great! blargmob said: Can we pre-compile a binary and just include the source? Sure, I can't see why not. Steve Terry said: Damn, if I only had time to compete I would. A shame. But if you get the time, it should probably not take too long to whip something up
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ixilom
Member #7,167
April 2006
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I'll hack something with XNA ___________________________________________ |
blargmob
Member #8,356
February 2007
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ixilom said: XNA
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type568
Member #8,381
March 2007
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Nice idea, I'll maybe code up something..
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ImLeftFooted
Member #3,935
October 2003
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Check out what I made! |
Jonatan Hedborg
Member #4,886
July 2004
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I'm working on mine I've still to decide what library to use. I don't really feel like installing allegro 4.9, what with all the libraries needed... And I might need decent blending. Any suggestions? Dustin Dettmer said: Check out what I made! Purdy! Keep it up
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type568
Member #8,381
March 2007
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Jonatan Hedborg said: And I might need decent blending. Any suggestions? No.. But my general direction of thoughts is recursion(fractals).
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FMC
Member #4,431
March 2004
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I'd be interested. I used to use Fblend but i'm having a few problems making it work with 4.4. [edit]Same question as Jonatan, didn't see his last post. [FMC Studios] - [Caries Field] - [Ctris] - [Pman] - [Chess for allegroites] |
ixilom
Member #7,167
April 2006
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I'm already doing something horribly wrong with my particles in XNA, it chokes my pretty decent PC with ~200 particles ___________________________________________ |
Jonatan Hedborg
Member #4,886
July 2004
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How are you storing and creating them?
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ixilom
Member #7,167
April 2006
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Just a generic List<T>, no fancy pools or anything, but I might need to look into that anyway ___________________________________________ |
Frank Drebin
Member #2,987
December 2002
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Dustin: please attach at least an executable to join the competition... and here comes my entry... {"name":"600091","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/6\/36db28c50ea34922142402993d3d35d7.png","w":647,"h":513,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/6\/36db28c50ea34922142402993d3d35d7"} [EDIT] |
type568
Member #8,381
March 2007
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Nice, that's generally what I planned to do, putpixel() is it. Append: Frank, source please?
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Timorg
Member #2,028
March 2002
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I am in. It will give me something to do tonight when I am bored. ____________________________________________________________________________________________ |
ixilom
Member #7,167
April 2006
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Could someone help me out with something? I'm having problems getting a velocity vector for my particles in an explosion that results in a "ring" in the sky. foreach(Particle p in m_particles) { p.Velocity = new Vector2(-(rand.NextDouble()),rand.NextDouble()); }
The problem is how to create those velocities whilst not accepting a minimum range. I've been scratching my head for some time now and soon I'll probably start ripping hair ___________________________________________ |
Arthur Kalliokoski
Second in Command
February 2005
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ixilom said: Like 0.1f for X and 0.1f Y not being acceptable That would be perfectly acceptable if the sprite/spark thingee was almost directly approaching/receding to your line of sight (in 3d viewpoint). It's pretty neat to see a meteor do that (seems almost motionless). They all watch too much MSNBC... they get ideas. |
Timorg
Member #2,028
March 2002
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You could do something like... #include <cmath> VECTOR::VECTOR(const POLAR &v) { _x = v.r * std::cos(v.t); _y = v.r * std::sin(v.t); } Where v.r is the velocity (radial length) and v.t is the angle (theta). That way they all have the same outwards speed, but each can have a different angles. ____________________________________________________________________________________________ |
ixilom
Member #7,167
April 2006
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Timorg, thanks! I've been too focused on vectors that I totally neglected sin/cos ... d'oh ___________________________________________ |
Arthur Kalliokoski
Second in Command
February 2005
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If they all had the same outward speeds, you'd wind up with a ring again. Unless you're actually using a Z component of course. Look closely: {"name":"China_Kyling_Fireworks_Display_Shell.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/7\/c77bbc14d1cbe12137ac4c31de4dad04.gif","w":400,"h":400,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/7\/c77bbc14d1cbe12137ac4c31de4dad04"} They all watch too much MSNBC... they get ideas. |
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