Summary:
I will be exploring more advanced particle systems in order to simulate smoke. There will be simple descriptive language in XML to specify different attributes for the particle systems lifetimes, patterns, and other attributes.
Status:
Working “billboard” phong shader in HLSL. There are issues with billboarding and shading, pending more time I’ll implement my own billboarding system.
Technologies
Microsoft XNA 3.0, C#, XML
Platform:
Windows XP
Schedule:
Phase 1: (Week 7-8)
1. Basic XML descriptive language to define attributes for a particle system.
2. Create a shader to adjust the lighting of a sprite based on a normal map. With this shader I will be able to make a flat image appear 3d. Operations will be on the pixel level, rather than the vertex.
3. Create a simple particle system and integrate the shader and XML. The particle system will initially run on the CPU for most of the processing.
Phase 2: (Week 9)
1. Create an algorithm to sort particles based on 3d space from front to back for correct alpha blending. I need to do more research, but it’s a technique used here: http://www.gamasutra.com/view/feature/2122/building_a_millionparticle_system.php?page=3
2. Integrate splines or other curves to create paths to move along. There is an XNA tool called Curve Editor, which may be useful. http://creators.xna.com/en-GB/utilities/curveeditor
3. Refine the XML descriptive language for additional particle systems.
Phase 3: (Week 10)
1. Transfer the particle system to the GPU and compare to the CPU implementation.
Artwork Evolution
Facebook
@PaulSolt
- I just unlocked the "Super Swarm Sunday" badge on @foursquare! Go team! http://t.co/jg1u7Blz 4 hours ago
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- RT @mattgemmell: CGPathCreateCopyByStrokingPath() (new in iOS 5 / Lion). I've wanted this function for as long as I've written UI code. ... 2012/02/04
Github
Tags
animation App Store Artwork Evolution Boost Boot Camp C++ cross platform default values development Dual Monitors function pointers Gears of War 2 git GLUT graphics ImagineRIT Impulse inheritance iOS iPad iPhone Macbook Pro Mac OS X MacPorts member functions Objective-C OpenGL PAX 10 player/stage polymorphism programming remote control RIT Robot robotics SCM static methods STL svn 1.6 version control Windows XP Xbox 360 Xcode xcode 3.1.2 XNA


