There was a debate of sorts between me, Hades, Vasudan Admiral and Zacam on irc about thrusters.
Main points were as follows:
- Adding modeled thrusters back to ships and missiles is according to Zacam, too much work for too little gain.
- Zacam and Vasudan Admiral favor particle thrusters over modeled thruster cones.
- There are problems with particle thruster code that needs to be addressed.
These problems include but are not limited to:
- $Max created seems to either directly, or indirectly affect rendering distance of particles
* The higher value used in $Max created, the further away you can be before rendering of particles stop. But the closer you are, the more particles is rendered.
- Despite of $Max created, you have no real control over at what distance particles are no longer rendered
- When particle rendering stops, it is abrupt
- When particle rendering starts, it is again abrupt
- Missiles have no particle thrusters, only $pspew
- Some ship pofs have clipping issues, some are really serious such as GTD Orion's capital01.pof
- Rendering issues when particle effect is partially, but not fully out of view
- Heavy fps drop the closer you are to particle thrusters when value of $Max create is high(ish), which is needed for particle thrusters to be visible beyond an arm's reach
In addition I thought of something I thought to be clever. In the end it didn't work out, perhaps I messed up somewhere so I'll detail it out here.
Since particle rendering starts and stops abruptly, I came up with an idea of using current thruster bitmaps to smooth out the transition. I stole the design behind missile_flare, which uses mipmaps for its effect. The first mipmap is empty or black, it is practically invisible. The real flare begins from second mipmap and becomes stronger a few mipmaps, then starts fading out. Now, for thruster bitmaps I tried using black or empty mipmap for the first two mipmaps, with actual thruster bitmap starting from third mipmap.
This didn't work out as I had hoped. Thruster bitmaps were rendered even up close, but they were really small and thin. However, mipmaps worked exactly as they were supposed to and the thruster bitmap gradually became stronger the further away you got from the ship. In theory, this still can be used to smooth the transition between particle spew and thruster bitmaps, I just don't know where I went wrong with them.
To illustrate most of these issues mentioned above, I have
uploaded a small mod. The mod includes necessary tabling for GTC Fenris and GTD Orion, mipmapped terran thrusters and a demo mission.