beyond-all-reason / beyond-all-reason/RecoilEngine
Smoketrails for other projectiles than missiles
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Hi Ivan,
**First** question:
It would be very interesting to test/use **smoketrails** on other projectiles, like we have with the missiles.
**Second** question:
Could you also introduce **wind-motion** to the trails, so they (slowly) move in the direction of the wind (while fading out).
It would be nice if you could toggle if you want this on or off.
**Third** question:
Can you also break up the 'straightness' and add 'noise' to the trail (like a railgun from "eraser"?) So it cracks more and more over time.
This could both look really good on regular smoke-trails (smoke breaking up a bit random/differently due to winds/turbulence). But this could also help make awesome extra effects to unique weapons, like railguns, massive longrange artillery.
You can see roughly what I mean in this video, wind on the marine rifles + the distort-noise-crack on the larger vehicle weapon
https://www.youtube.com/watch?v=ebhAnT0ZeIs&t=260s
Contributor guide
Research direction
Start by locating the existing missile smoketrail implementation and its projectile-effect entry points. Compare how trails are created and faded, then determine how support for other projectiles, optional wind motion, and increasing breakup noise should fit together. Done means the requested effects can be enabled selectively and are visibly demonstrated for the relevant projectile types.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100