Shader material parameter thoughts

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Shader material parameter thoughts

Postby take_this_cup_of_poison » Wed Oct 08, 2008 7:15 pm

Currently for the material parameter of shaders (other than solid/nonsolid) we have the following possibilities:
water - viscous physics, drown after time
lava - same as water but imparts heat damage
slime - smae as water but imparts slime damage

I was thinking that a good sub parameter could be viscosity, state (liquid or gas), volitility to electric-like energy, volitility to explosives, volitility to fast moving particles, volitility to flame.
(electro cry nex weapons, explosive weapons, bullets and the like, rocket trails).

Another parameter could be surface_volitility.

These would effect how the materal reacts to detonations etc inside of it, to open flames inside of it, to electro blasts and shots, to the same things on the surface etc.

For instance somone could create a shader of a ultra viscous material that has a surface_volitility set for perhaps flame and explosion. Such a material, if the surface_volitility was set low to midway would burn at the surface for a time, if set very high would have explosions on the surface.

The same with gasses, but there you would probably set normal volitility.

With these parameters in a shader mappers could recreate myrads of real-world type materials inside the game world and such materials could be exploited by adept players and add to the uniqueness of maps and player enviroment interaction.
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