Well I have been at it again, tweaking and altering the particles in LieroXNA. You can see a video of my results below.
Particles now represent the pixel they exploded from. i.e. if the terrain was green the particle is green, if it was blue the particle is blue etc.
Particles are now more white (hot) depending on how fast and how old they are.
Particles now explode in a circular direction and less randomly (looks more like an explosion).
Particles now have a direction from which they are exploded, at the moment is just current mouse position - last mouse position but in the future this will be used to blow particles away from a high energy collision.
Particles now react to the player. I realised that instead of just passing in the terrain texture to the particle update routine i could pass the entire back buffer allowing the player and any other objects in the scene to have particle reactions, yey!
Particles now have a bit of alpha blending to make them look a little less in focus, not sure if this works well, let me know :)
This is my first ever project i did in DirectX. It was created again for a university project at the start of the year in 2004. I had ambitious plans for a dynamic mesh manipulation application so the user could create their own personal avatar for a MMORPG.
This was a tech demo I created for one of my final projects in my second year of university. Due to the severe time restrictions at the end of the term i wasnt able to do the project i wanted to (ToyTown MMORPG) so insted of trying to struggle and force a large project into a small time frame i decided not to do a MMORPG.