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Unreal sinusbobs effect

category: code [glöplog]
 
Hi,
I would like to know how the "sinusbobs" effect from Future Crew's Unreal demo was implemented.
From what I can see the bobs follow a certain path, but that path is changing over time according to some function?
Are there any code samples available anywhere that demonstrate how the effect works?
Thanks!
added on the 2016-09-23 04:09:28 by ndkovac ndkovac
Yeah... those describe static curves, but in the demo the curve itself appears to animate? Is it just that the parameters of the curve are animating with time somehow?
added on the 2016-09-23 09:52:55 by ndkovac ndkovac
just animate the curve parameters. The traditional way of doing stuff like this: make a curve that has a bunch of numbers and variables in it. Tweak the said numbers and variables until it looks good.
added on the 2016-09-23 09:59:55 by Preacher Preacher
I usually add more sines with other timesteps as I do with my plasmas.

For example x = sin(at) + sin(bt) or even sin(ct + sin(dt)). Things like that should give more animated curves.

p.s. what I like in that Unreal part was the number of bobs were variable with performance, so I would turn off the Turbo button and they'd stick to few, turn on turbo and they will start updating to some more.
added on the 2016-09-23 10:23:10 by Optimus Optimus
Speaking of bobs. I'm curious about "unlimited" bobs/sprites on 8/16-bit platforms. I guess it's something akin to palette/modulo animation, where you paint along a path and reset each position every 4th or so frame? Anybody did this with a non-static path (with off-screen buffers perhaps)?
added on the 2016-09-23 10:31:42 by tomaes tomaes
Nah, just set up N framebuffers to cycle through, never clean anything.
added on the 2016-09-23 11:31:49 by sol_hsa sol_hsa
Yeah framebuffers. Best one of those I've seen recently was in "Pimp my snail" by Camelot, has some nice tricks.
added on the 2016-09-23 21:04:58 by 4mat 4mat

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