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Dreikblack

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Files posted by Dreikblack

  1. Explosion particle effect

    Particle effect for explosion or blood hit with another material (and higher turbulence like 10000 and end radius around 0.8).
    ParticleEffect component removes (technically temporally keeps) a particle emitter before second particle burst happens.
    Code example, included to archive:
    #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 5, -4); camera->SetRotation(50, 0, 0); auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { auto particle = LoadPrefab(world, "Prefabs//Explosion.pfb"); particle->SetPosition(0, 2, -2); for (auto const& component : particle->components) { component->Start(); } } world->Update(); world->Render(framebuffer); } return 0; }  

    4 downloads

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  2. Fire muzzles meshes

    "Muzzle meshes" (https://skfb.ly/6WOLz) by DJMaesen is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    I separated them into two model files and converted to Ultra's mdl, textures to .dds, made Unlit materials with alpha channel.
    1k maps

    3 downloads

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