i was just wondering how to add gunfire to a 3d first person shooter, should i use sprites? and in theory how should i code it.
gunfire
Started by guiaca, Mar 08 2006 11:06 AM
3 replies to this topic
#1
Posted 08 March 2006 - 11:06 AM
You think you know, What you are, Whats to come, You haven't even begun.
#2
Posted 08 March 2006 - 01:02 PM
For the muzzle flash, yeah. Most games just render a textured quad, looking toward the camera. In your sprite, you should add several variations so each shot doesn’t look static. To add some effects to this, you could also quick spray (using particles) a nearly transparent smoke from the muzzle with each fire, to simulate the escape of heat as well as gun powder vapor/residue based on the weapon you're designing.
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#3
Posted 10 March 2006 - 03:49 PM
ok i progressed a bit from there and i have hit another ... well not a really a problem, but still... i know its not graphics related but i thought i use a similar related thread. ok in relation to a player how fast should a bullet travel.
i have a colt 1911, and an ak47 i researched these, i found that the colt goes at like 200m/s and the ak is about 800, but i cant just add these numbers in because the language doesnt know "metres", i can have the ak bullets travel 4x as fast as the colt, but i dunno how many times faster they go than the player, who btw isnt sprinting, nor walking but kinda normal fps pace, almost jogging.
player : colt : ak
1 : ? : ?x4
help is greatly appreciated
i have a colt 1911, and an ak47 i researched these, i found that the colt goes at like 200m/s and the ak is about 800, but i cant just add these numbers in because the language doesnt know "metres", i can have the ak bullets travel 4x as fast as the colt, but i dunno how many times faster they go than the player, who btw isnt sprinting, nor walking but kinda normal fps pace, almost jogging.
player : colt : ak
1 : ? : ?x4
help is greatly appreciated
You think you know, What you are, Whats to come, You haven't even begun.
#4
Posted 10 March 2006 - 04:15 PM
Well, you should decide what you want the units of your world coordinate system to be (meters, feet, inches, centimeters, whatever...) and scale everything based on that, including the speed of the player.
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