Discipline: Computer Sciences and Information Management
Subcategory: Computer Science & Information Systems
Gary V. White II - Grambling State University
Co-Author(s): Devonte Cloman, Grambling State University, Grambling, Louisiana
In Game design, particle system is still in ongoing project since the performance of computer system might be down during the creation of the particles. To improve the performance, ee decided to make the particle system in Microsoft Visual Studios. When it came to how we were going to get the graphics we decided to use Opengl, because it is native to every graphics card and the libraries were easier to understand. We decided to make four different types of particle effects. First, the fire and the firework used the same primitive. So they have the same fuzzy image but the differences are in the emitters and how they react to how the attributes are set. Second the rain was set with a primitive that looked like a rain drop and had a set color to match rain. Third, was the smoke particle system, it used a primitive that was not fully formed to give it a more free effect. The alpha or transparency was also set to be higher so it could also be see through. Using all of these different methods we achieved different particle effects to make a particle system. Future work, we will include our particle systems to the real time computer game and evaluate the performance of our particle systems.
Funder Acknowledgement(s): CMAST
Faculty Advisor: Dr. Jaruwan Mesit, email@example.com
Role: I created the graphics engine, made sure the smoke could be seen, and implemented it.