Thank you !!!

Andrew, your approach was the first that crossed my mind .... But not too
much of a fan of it. More into what Michael is proposing ... Thanks again

-Nick


On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb <msar2...@gmail.com> wrote:

> Pixelmaps or billboard textures might be the OpenGL terminology. Animation
> studios might use the term "Particle Systems". 1980's game programmers would
> probably use the term "sprites", especially if their motion changed when you
> moved. In this case blowing off as the vehicle moved.
>
>  For snow,  they would be partially transparent at the edges (alpha ->0 )
> and darker in the middle, so that when they were pasted on top together,
> they would make that area of the screen go dark.
>
> Not sure about the description of rain accumulation - if it were the effect
> of water trickling down the window,
> Doing trickling raindrops would be tricky - you would definitely need a
> particle system with a surface threshold algorithm (marching
> cubes/triangles) and some surface tension physics to generate the geometry
> to do refraction.
>
> On the inside of the window, you'd want condensation effects - that would
> just be partially transparent gray.
>
>
> On Wed, Dec 1, 2010 at 3:17 PM, Andrew Lowe <a...@wht.com.au> wrote:
>
>> On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:
>>
>>> Hi Community,
>>>
>>> any ideas/hints how to implement rain/snow accumulation on the screen
>>> (like
>>> for a driving sim)?
>>>
>>>
>>> -Nick
>>>
>>
>>        A company I used to work for which did driving sims, mining trucks
>> in fact, just used a series of bitmaps - I might be using totally the wrong
>> buzzwords here, I've had my after work beer and the correct terms escape me.
>> The bit maps were generated by the graphics people and we just loaded them
>> up and overlayed them as needed.
>>
>>        There was a series of overlays that corresponded to:
>>
>> 1) A few drops
>>
>> 2) More drops
>>
>> 3) Even more drops
>>
>> 4) quite a few drops
>> ...
>> ...
>> ...
>> ...
>> n) That many drop that in combination with a dusty windscreen, remember
>> this is of a mining truck in an iron ore mine in Australia, that the
>> windscreen has become mud. Then the user would turn on the wipers and a new
>> set of overlays would be used which corresponded to the windscreen wipers
>> going.
>>
>>        These overlays were created by our graphic artists and we just
>> dumped them into the scene at the speed we needed to simulate the rain. In
>> other words the screen/rain/mud was not done dynamically with a snazzy
>> algorithm, it was basically "good old" page flipping animation.
>>
>>        Nick, does this make sense? If not I'll revisit the topic in the
>> morning, it's currently 11.15pm, and try and make more sense.
>>
>>        Regards,
>>                Andrew
>>
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