Author Archive for: ‘Reto.BomberBo’

Overdraw: An effects dude’s worst enemy.

I would just love to see a thick black and grey smoke slowly sweeping throughout the battlefield and to see smoke and dust linger for several seconds after various explosions and impacts – however…

this will destroy the performance and the frame-rate will drop through the floor, making everybody curse at me and scream and yell and shake their fists in my general direction! SO…

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Animated textures for smoke and fun!

Reto.BombeBo is our in-house special effects ninja! Today he emerged from a nicely rendered cloud of smoke with a blog post about…. Smoke! – Reto.Robotron3000

Today I’ll show you guys how animated particle textures are used for making fake volumetric smoke effects.

When making smoke with simple particles the result is often a little flat looking. To beef up the complexity and give the smoke a volumetric look – animated textures are the way to go.

This is an example of a generic smoke texture:

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The Visuals of Explosions

We can’t deny it – we all love them… Explosions! BOOOM!!! ;)

A while ago Reto.draebesmoelf made a video about “The Sound of Explosions“, where he demonstrated how the different in-game explosions sounds. Well, guess what this video is about… Yes, you guessed it – the look of ’em!

I personally feel that the explosions are starting to look quite cool, and now I think it’s time to show them off. All you see here is in the upcoming Bradley build.

And please note that it’s still work-in-progress – the explosions are only particle-based without 3d debris (but it will come) and there are no shadows on the particles yet.

(…and YES, the ‘no-reload’ debug-bazooka is very fun to play with! :-P )


What are you waiting for soldier? We need heroes on the battlefield and generals to lead them!