rocket smoke trail
Posted: Sat Sep 26, 2020 9:38 am
would it be possible to make a rocket smoke trail sprite configuration that consist of only using a few actors,
to make a large texture tiling smoke trail effect rather then lots of individual sprites?
when you fire a rocket, the rocket can spawn an anchor actor, the anchor actor is a reference point for the rocket on where to start drawing the texture to be tiled.
as the rocket moves further away from the anchor actor, the smoke texture continues to tile over distance in the horizontal direction ( z-axis i think)
the tiled smoke texture is locked in its (z-axis) so the actor cannot rotate around on the (y-axis) as the player circles around the effect,
but the tiled texture can roll over on its (z-axis) so it faces the player based on player height.
this would be a neat visual effect for long rocket smoke trails in big open levels while using less actors at the same time for the cpu to keep track of. (game optimization)
to make a large texture tiling smoke trail effect rather then lots of individual sprites?
when you fire a rocket, the rocket can spawn an anchor actor, the anchor actor is a reference point for the rocket on where to start drawing the texture to be tiled.
as the rocket moves further away from the anchor actor, the smoke texture continues to tile over distance in the horizontal direction ( z-axis i think)
the tiled smoke texture is locked in its (z-axis) so the actor cannot rotate around on the (y-axis) as the player circles around the effect,
but the tiled texture can roll over on its (z-axis) so it faces the player based on player height.
this would be a neat visual effect for long rocket smoke trails in big open levels while using less actors at the same time for the cpu to keep track of. (game optimization)