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Rocket Trails

Started by Cygon Apr 2, 2007 at 6:54 AM 2 replies 1.8k views
Original Post
Cygon
Cygon
I'm trying to create rocket trails like seen in the original Half Life 1 or the Homeworld series. Instead of using particles, these trails are made by building a series of quads along the path the rocket has travelled. One method to do that would be to simply create an 'X' like trail of two crossed quads, so the trail would look fairly equal from all sides except when viewed directly from behind or from the front. Another method I can think of would be to use a semi-billboard approach. The quads in the trails would become billboards that always try to face the camera, but are restricted to rotating on the axis in which the trail extends. This is the method I'd prefer, however, I cannot get my head around the maths used to orient the quads in the trail. Does anyone know of an article or some example code for this technique? Thanks ahead, -Markus-
Professional C++ and .NET developer trying to break into indie game development.
Follow my progress: http://blog.nuclex-games.com/ or Twitter - Topics: Ogre3D, Blender, game architecture tips & code snippets.
Omid Ghavami
Omid Ghavami
Might this be helpful? It's pretty old, and might not be exactly what you are looking for. It's also focused on an OpenGL implemetation. I believe that DirectX SDK used to have a billboarding sample, although it appears they don't anymore, so you might want to try and get your hands on that older version.
Best regards, Omid
slymr
slymr
Quote:
Original post by Cygon
Instead of using particles, these trails are made by building a series of quads along the path the rocket has travelled.


Isn't that an example of particles... ;)
slymrHopefully game is in progress.
Gaenor
Gaenor
I didn't try this yet, but it looks like what you're after.

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