Book Image

OGRE 3D 1.7 Beginner's Guide

Book Image

OGRE 3D 1.7 Beginner's Guide

Overview of this book

Want to make your own 3D applications, simulations, and games? OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so! OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks. After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.
Table of Contents (17 chapters)
Ogre 3D 1.7
Credits
About the Author
About the Reviewers
Preface
Index

Time for action — using a ring to emit particles


Instead of a point or box we can even use a ring as emitter.

  1. Change the emitter type to Ring:

    emitter Ring
    {
    
  2. Define the Ring using width and height:

    height 50
    width 50
    
  3. Now, to create a ring and not a circle, we need to define how much of the inner part shouldn't emit particles. Here we use percentages:

    inner_height 0.9
    inner_width 0.9
    
  4. The rest stays untouched, as follows:

    emission_rate 50
    direction 0 1 0
    velocity 20
    }
    
  5. Compile and run the application. Fly with the camera over the model instance and you should see where the ring emits particles.

What just happened?

We used the ring emitter to only emit particles in a defined ring. To define the ring, we used height and width, not a point and radius. Width and height describe the largest width and height the circle will have. Here, the following small diagram shows how the circle is defined. With the inner_width and inner_height, we define how much of the circle's inner area shouldn't emit particles...