lucid's Recent Forum Activity

  • something like this:

    <img src="http://www.e-crit.com/running/muy_run_frames.gif">

    but more detailed with more frames preferably

    and not just running

    it doesn't matter if it's a book, or a site (preferably a site)

    but just a general reference to video footage taken from good reference views like this side view?

    I've googled a bit for some, I'll google some more later and post here if I find something before anyone else posts

  • you could have an input variable called "angle"

    and force the user to "always" FX-Set "angle" to sprite.angle

  • win7 64 here

  • sorry for the late response.

    delete an object from an array should give you the option of whether to destroy the object, and should only destroy that one instance, and not all of that type.

    ill try to take a look at this when i get home

  • that looks pretty cool

    I modded it, cuz I was so mesmerized

    http://dl.dropbox.com/u/1013446/orbeye.cap

  • looks nice

    like a mix between flow and electroplankton

    oh yeah, and : lucidity

    (for anyone who's curious about the link, don't be fooled by the beauty. the gameplay is pathetic, and takes away from the visuals)

  • new version, twice the resolution on the smoke, and minus the 1024 useless invisible sprites.

    and a shrunken window for the quazi's out there with weak graphics cards

    http://dl.dropbox.com/u/1013446/s/highressmoke.exe

    Might be uber cool for some background, and effects... o-0 explosions.

    Any chance of collision detection?

    you can put physics particles in the smoke if you want, and have them collision detect. I had another demo doing that.

    for each space in the grid, you can retrieve the x and y velocity, and the density of the fluid. you can change any of those things (right clicking is changing velocity, and left clicking is changing density). You can adjust the viscosity to make water, or gelatin. and you can adjust the diffusion rate, which is basically how quickly it dissipates. Not included in the paper is how to add solid obstacles, or change the shape of the boundary. I'll be trying to figure those things out. to make it a fluid that can flow out of a container, or water that can have a surface. Should be pretty damn tough to be honest.

  • But the third one works... and WTF?!? How did you do that? It's awesome...

    thanks

    it's part of the 's' plugin

    all of the important code is pasted from the CD-ROM(the download version) that accompanied Jos Stam's Realtime Fluid Dynamics for Games talk at the 2003 Siggraph

    the one in the version that works for you is a distorted sprite

    and the color filters are adjusted according to the smoke density

    that math is lightyears above my head

    but you can find a pdf of the talk easily by googling

  • well that sucks

    this is fun stuff

    what cpu/ram configs do you guys have?

  • hmmm, have no idea, why that's happening

    I tried downloading the one at the link, and it works for me

  • this is awesome mad

    this revives my heightmapping in my game

    which severely downgraded the look I hoping for when I first realized you can't do alpha

    thanks for this

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  • sorry for the delayed response

    it can be used for serious stuff, if you don't mind it's current feature set

    I realized recently, I will never finish my game if I don't start on it, so sorry if I've left anyone hanging, but as the game develops I will continue to add features to 's'

    and so the timeline is indefinite for now

    I will try to get teh python stuff out in a reasonable amount of time

    along with a tutorial, but I really need to focus on my game before my job alters my position or hours and I have no more time to develop it

    on a happier not,

    here's another future feature of 's':

    fluid dynamics!:

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lucid

Member since 16 Jan, 2009

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