how can i generate 2d object with particles ?

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skinkairewalker
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how can i generate 2d object with particles ?

Post by skinkairewalker »

hello everyone !

i am studying PB 2D engine ( Game ), and an intriguing question arose, can I do something similar to this in PB with the 2d support library?

The project in question was done on the 2D engine called Unity Engine https://xform.artstation.com/projects/gJZbOP and consists of "generating" sidereal stars automatically...

Does anyone have a similar example or have any idea how to do it in PB?

Image
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Mijikai
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Re: how can i generate 2d object with particles ?

Post by Mijikai »

It would be just sprites and or pixels that get blended together in this case with additive blending.
Draw the sun and the surface layers (animate them) then create particles (sprites) for the burts and blend everything together.
If you want an object to facilitate all of that check out one of the oop threads.
Last edited by Mijikai on Thu Apr 22, 2021 10:57 pm, edited 1 time in total.
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Mijikai
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Re: how can i generate 2d object with particles ?

Post by Mijikai »

Here is a super simple sun rendered with just 3 sprites:
Image

If these sprites are rotated against each other the sun surface looks already pretty nice and alive.
The more work is put into the animation and sprites the more realistic the sun will look.
But even with just 3 sprites it looks already fairly good, so it all depends on what look you want to achive.

Have fun :)
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skinkairewalker
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Re: how can i generate 2d object with particles ?

Post by skinkairewalker »

can u send me this example ? xD
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Mijikai
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Re: how can i generate 2d object with particles ?

Post by Mijikai »

How i did it.

Source:

Code: Select all

EnableExplicit

XIncludeFile "nautilus.pbi"

Macro RenderSun(_x_,_y_,_size_)
  *engine\RenderBegin()
  *sun_light\BlendMod (_x_,_y_,_size_ * 1.6,_size_ * 1.6,#True,$FFFFFF,rotate + 45)
  *sun_light\BlendMod (_x_,_y_,_size_ * 1.8,_size_ * 1.8,#True,$FFFF33,-rotate)
  *sun_core_1\BlendMod(_x_,_y_,_size_,_size_,#True,$BBBB88,-rotate)
  *sun_core_1\BlendMod(_x_,_y_,_size_,_size_,#True,$FFFF88,-rotate / 2)
  *sun_core_1\BlendMod(_x_,_y_,_size_,_size_,#True,$FFFF88,rotate)
  *sun_core_2\BlendMod(_x_,_y_,_size_,_size_,#True,$BBBB88,rotate / 2)
  *sun_core_2\BlendMod(_x_,_y_,_size_,_size_,#True,$888866,-rotate)
  *engine\DrawText(470,500,"Sun Example",#True)
  *engine\RenderEnd()
EndMacro

Procedure.i Main()
  Protected *engine.NAUTILUS_ENGINE
  Protected *sun_light.NAUTILUS_TEXTURE
  Protected *sun_core_1.NAUTILUS_TEXTURE
  Protected *sun_core_2.NAUTILUS_TEXTURE
  Protected rotate.f
  If nautilusVersion() = #NAUTILUS_VERSION
    If OpenWindow(0,0,0,960,600,#Null$,#PB_Window_SystemMenu|#PB_Window_ScreenCentered|#PB_Window_MinimizeGadget)
      AddWindowTimer(0,0,20)
      *engine = nautilusEngine(WindowID(0),WindowWidth(0),WindowHeight(0))
      If *engine
        *engine\RenderVSyncMode(#False)
        *sun_light  = *engine\CreateTexture(?sun_light)
        *sun_core_1 = *engine\CreateTexture(?sun_core_1)
        *sun_core_2 = *engine\CreateTexture(?sun_core_2)
        Repeat
          Select WaitWindowEvent()
            Case #PB_Event_Timer
              rotate + 0.1 
              RenderSun(470,260,280)
            Case #PB_Event_CloseWindow
              Break
          EndSelect
        ForEver
        *engine\Release()
      EndIf
      CloseWindow(0)  
    EndIf
  EndIf
  ProcedureReturn #Null
EndProcedure

Main()

End

DataSection
  sun_light:
  IncludeBinary "sun_1.png"     ;original by HalloweenNight: Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
  sun_core_1:
  IncludeBinary "sun_2.png"     ;original by Kevin Reardon: Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
  sun_core_2:
  IncludeBinary "sun_3.png"     ;original by Vasco M. J. Henriques and Ainar Drews: Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
EndDataSection
Download Engine:
viewtopic.php?p=563734#p563734

Download Sprites:
https://www.dropbox.com/s/w0rdp67joc6ml ... s.zip?dl=0

Put all files in the same Directory.

Hope this helps even thought i used my own gfx lib.
This ofc. can also be easily done with the PB 2d lib.
KayBur
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Re: how can i generate 2d object with particles ?

Post by KayBur »

And much more depends on the amount of time that is available for the implementation of the idea. For example, I am enraged by games with poor graphics in 2021. Of course, this does not apply to projects of people who are just learning programming. I'm talking about talentless products that cool companies make for one-time earnings.
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Re: how can i generate 2d object with particles ?

Post by Thorium »

skinkairewalker wrote: Wed Apr 21, 2021 4:55 am i am studying PB 2D engine ( Game ), and an intriguing question arose, can I do something similar to this in PB with the 2d support library?

The project in question was done on the 2D engine called Unity Engine https://xform.artstation.com/projects/gJZbOP and consists of "generating" sidereal stars automatically...

Does anyone have a similar example or have any idea how to do it in PB?
I think PB 2D can't achive that. The glow is achived by emissive color. Don't think PB's 2D engine supports that. You would need to use the 3D part of PB (Ogre engine). While unity supports 2D, it is not a 2D engine and often cool effects are achived by doing 3D but using planar projection.
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