Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6560469
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 25, 20262026-05-25T13:27:52+00:00 2026-05-25T13:27:52+00:00

I’m currently making a game with my own game engine which I’ve written in

  • 0

I’m currently making a game with my own game engine which I’ve written in C++ and I’m using the most recent directx SDK.

The game is a top down space shooter (with a pretty interesting twist) and I’m looking to have a sort of nebula effect that the player will fly through. I really want to try and nail that nice tactile feel of hundreds of particles moving out of the way of the player ship as it flies into them. Somewhat like how particles would move out the way of the player in Geomtry Wars on XBLA.

I’m an experienced programmer when it comes to C++. I don’t know however how to start implementing this effect. Does anyone have any cool ideas or design choices I might want to look into? Feel free to answer to any degree of depth you fancy.

Thanks,
Matt

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-25T13:27:52+00:00Added an answer on May 25, 2026 at 1:27 pm

    you can do something like this to represent the particle,

    struct Particle
    {
          D3DXVECTOR3 position;
          float angle;
    };
    

    then just update the x and y coordinates (or x and z if your ship moves on that plane) from a velocity and calculate the new height with some basic formula instead of a physics one ie. something with “sin” and “time” so it doesn’t get too far from the plane where the ship moves. You can have them all in a dynamic vertex shader and render them all together in a single call.

    For directx 9 you have “point sprites”
    http://msdn.microsoft.com/en-us/library/bb147281%28v=vs.85%29.aspx

    I think for newer versions you have to do the job in the shader, but I’m not sure. The idea would be just send points with the positions and probably some attribute you need and constructing the particle image once in the shader (a quad with some texture most likely).

    You will probably find this link useful, at least to get some ideas. It’s a bit old though but many concepts still apply:
    http://www.markmark.net/clouds/RTCRPubs.html

    There are also other ways in which you don’t even have to modify the buffer… you can calculate a point for a trajectory given a starting position and a time elapsed since the start, but then it would be harder to implement an effect of a force caused by the ship’s movement. So you have to find the best method to suit your needs.

    EDIT: Sorry I meant to say a “dynamic vertex buffer” for the single call

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm making a simple page using Google Maps API 3. My first. One marker
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I am trying to understand how to use SyndicationItem to display feed which is
I used javascript for loading a picture on my website depending on which small
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
I am reading a book about Javascript and jQuery and using one of the
I am currently running into a problem where an element is coming back from
I want use html5's new tag to play a wav file (currently only supported
I would like to run a str_replace or preg_replace which looks for certain words

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.