3DBuzz OpenGL in Depth: Particle Engine | 2.49 GB
English | 15 hours | AVC1 720x540 10 fps | AAC 128 Kbps 44.1 KHz
Genre: eLearning | Game Dev, Programming
Intro to Particle Engine
Our next milestone combines many of the skills we've picked up so far as we program our own particle engine in OpenGL. Here we introduce the opcoming lessons.
Control Abstract Class
Our first step in creating the particle engine will be to construct an abstract class for our various forms of controls that will be used on our particles.
The abstract control class has been defined. We now create a new Button class that will derive from the Control class, allowing us to make an actual control.
Moving on beyond the realm of a simple button, we once again inherit from the Control class to create a simple listbox that will store various settings.
Continuing with the creation of our custom controls, we derive once more from the Control class to create a simple slider control.
This video introduces you to viewport navigation. This will allow us to use our mouse as a navigational device, rather than being restricted to the arrow keys.
Emitter and Particle Class Intro
Our controls are all established, and our SDL application is ready to be modified into a particle application. We now introduce the Emitter and Particle classes.
Emitter Particle Classes
We now create the actual Emitter and Particle classes that were discussed in this video. We'll be creating them simultaneously for addition into the SDL application.
Displaying Our Particles
Here we clean up the SDL application, copy the grid from the lighting demo, and finally create an emitter that will allow us to see our particles!
Now that we can see some particles, we're going to get the bulk of the program wrapped up by adding in some controls for real time particle editing.
Bonus Texture Modes
In this little bit of a bonus video, we step outside the plan a bit in order to allow our particles to handle different draw modes than just multiplying overlapping values.
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