Author Topic: Shockwave speed calculation  (Read 3295 times)

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Offline Fury

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Shockwave speed calculation
Can anyone figure out what's the most optimal method of calculating shockwave speed for ships and weapons? When DaBrain re-did all shockwave speeds for his mediavps shockwave effect, he went and tuned each one of them visually.

Now, that's going to take ****load of time. Particularly if you want to try out multiple effects with varying frame count. There's gotta be easier way.

 

Offline Zacam

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Re: Shockwave speed calculation
It would help if FPS in an EFF actually worked in a shock-wave.

I'll see if I can divine some sort of system, but I'm afraid that at best (from what I've already gleaned) that will be managed will be some sort of "almost" ballpark that will still require visual finalization.
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Offline Nighteyes

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Re: Shockwave speed calculation
well the calculation I would usually do is look at the shockwave effect, say its 100 frames, at 25 fps it will still look smooth so that gives 4 seconds maximum life for a shockwave.
now take the distance/size of a shockwave, and adjust the speed so that it wont be longer than 4 seconds to cover that distance... but as you said, lots of work...

 

Offline Droid803

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Re: Shockwave speed calculation
A formula would help... then it would be a fairly trivial matter to write up a calculator.
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Offline Herra Tohtori

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Re: Shockwave speed calculation
The problem is... 25 FPS animation at 60 FPS game speed will result in less than ideal playback (frame skipping will happen at some point because as far as I know, the game doesn't do any pulldown conversions to the animations).

Ideally the animations would always have frame rate that is a factor of 60, because that's the predominant refresh rate on most displays today. 10 FPS is a bit low, 15, 20 and 30 FPS would probably work best.
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