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- 829 Willow Ave, Apt 1
- Hoboken, NJ 07030
- P: 845-270-4332
- E: steve [at] vargatron.com
Exercise A: Fireworks
Particles with varying dampening, trailing/fading lines to mimic smoke, and force applied for gravity. Trailing lines also have curvature applied but it is tough to see in this smaller video.
Exercise B: Sin/Cos with Particles
Particles start in a circular pattern through a random sin/cos circular position, then expand out with a random velocity and dampening. Particles have sin/cos circular motion applied as well to give a flurrying effect.
Exercise C: Natural Phenomenon
*NOTES*
First of all I think after spending a lot of time on this I could now have done it a lot easier had I understood vector fields. Its cool though I learned a lot.
Secondly, these videos look like crap because recording them slowed the application down massively, and I had to go to 20fps just to get them viewable. I think this is because I am relying heavily on openGL blending on the raindrops, and the video recorder is most likely using openGL also...I don't know if there is anything I can do about this.
Rain on a window. I have wanted to explore this for a while. Drops are brought in and made transparent though openGL blend mode 'glBlendFunc(GL_SRC_COLOR, GL_ONE);'. Effect is almost there, only thing I want to change is rather than have the drops change direction so drastically, I want to use Xeno to have the X points that they are headed towards shift naturually, right now the change in X direction is sudden and jerky even though I am using Atan2.
Exercise C: Natural Phenomenon (Updated!)
Added Xeno functionality, now particles are xeno'ing towards a point at the bottom that is constantly xenoing at a faster rate towards different points, so they are constantly chasing it and using this point for their Atan2 value