Game Maker Blood Splatter Particles In Water
Posted : adminOn 3/24/2018• • • • Community ▼ • • • • • • • • • • • • Resources ▼ • • • • • • • • • Other ▼ • • • • • • is software designed to make developing games easy and fun. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games.
Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. Content that does not follow the is subject to deletion, so please become familiar with them. Hello all, I recent found out that Samurai Gunn's blood spray effect is handled using a shader rather than a surface. Because my upcoming game uses room sizes that are much too large to overlay surfaces across I am very interested in finding a way to imitate the blood splatter effects from Bloody Trapland or Samurai Gunn without using surfaces. Does any one know if it is really possible to imitate such an effect using shaders or if there is another way to get a similar effect without using surfaces? If not, does any one know of a way to achieve the effect using surfaces for blood splatter in a large room without causing insanely large amounts of slowdown? As far as surfaces go.
Apartments for rent: Reasonable rates, heating, electricity and water included, teeming with restless souls of the damned. Inquire without. Hello all, I recent found out that Samurai Gunn's blood spray effect is handled using a shader rather than a surface. Because my upcoming game.
You can just use a surface the size of the view instead of the size of the room, this means the surface will probably be the resolution of the monitor max no matter what, so 1920x1080 probably. It takes more math to make sure things go from room space to screen space properly of course though. I'm guessing you want to do blood stains on the ground and stuff.
There are a couple ways to do that depending on your specific needs and limitations. Drivers Sony Vaio Vpcea35fl Windows 7 32 Bits. Particles arn't good for permanent things in a scene, but you could have a list of blood stain positions and draw certain blood stain sprites at the positions.
This is different from using a separate object for everything, and will probably be significantly faster as your draw calls will be batched together for the GPU. Also, having large surfaces isn't that bad on its own, its just when you go drawing massive things all the time, so you could potentially do some intense thing where you essentially make your own texture UV lookup surface with blood stains and use a shader to put the stains in the right place in screen space. But using sprites would be the most straightforward solution. Thanks Jriki, you understand my issue quite well and I appreciate the detailed response. Are you suggesting that I have maybe 6 or 7 different surfaces in the room and use some math smarts to draw the blood spray to the appropriate surface without slowdown? Will that be much faster than just having one large surface?