Advanced particle-based special effects?
Posted: Tue Sep 27, 2011 2:21 am
I'd like to check this quickly.
I know that Ren'Py has a particle system, but it's mainly for animating (lots of) regular Ren'Py sprites.
But is it possible to get more advanced graphics-processing effects too, or a good approximation?
For instance:
- Animated fire effect (like you'd see in a lot of older graphics programming demos)
- Large numbers of glowing/lumanescent and pulsing particles - basically like you'd see as a special effect in many games for magic. eg: A magical being teleports onto the screen in a special effect, the screen flashes, but also a really large number of magical glowy particles fly out for a moment.
I think that usually those are procedurally generated (usually in optimized C code), or at least hardware-supported, rather than being simple image-based animations.
If those can't be done with directly Ren'Py, is it perhaps possible for Ren'Py scripts to hook into OpenGl (or C code) at those points, or doesn't that play nicely with the Ren'Py rendering model?
I know that Ren'Py has a particle system, but it's mainly for animating (lots of) regular Ren'Py sprites.
But is it possible to get more advanced graphics-processing effects too, or a good approximation?
For instance:
- Animated fire effect (like you'd see in a lot of older graphics programming demos)
- Large numbers of glowing/lumanescent and pulsing particles - basically like you'd see as a special effect in many games for magic. eg: A magical being teleports onto the screen in a special effect, the screen flashes, but also a really large number of magical glowy particles fly out for a moment.
I think that usually those are procedurally generated (usually in optimized C code), or at least hardware-supported, rather than being simple image-based animations.
If those can't be done with directly Ren'Py, is it perhaps possible for Ren'Py scripts to hook into OpenGl (or C code) at those points, or doesn't that play nicely with the Ren'Py rendering model?