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 — change depending on the lifetime of a particle


We are now going to introduce more colors by using particle affectors.

  1. We don't want our particle to live 100 seconds for this example, so change the lifetime to 4:

    emitter Point
    {
    emission_rate 30
    direction 1 0 0
    velocity 20
    time_to_live 4
    }
    
  2. Because we want a slightly different behavior, we are going to use the second available colorfader. This should fade each color channel by one unit per second:

    affector ColorFader2
    {
    red1 -1
    green1 -1
    blue1 -1
    
  3. Now, when the particle only has two seconds to live, instead of subtracting the color channel, add the same value we removed beforehand:

    state_change 2
    red2 +1
    green2 +1
    blue2 +1
    }
    
  4. Compile and run the application.

What just happened?

We used the ColorFader2 affector. This affector first changed each particle with the given values for red1, green1, and blue1, when the particle only had the number of seconds given as the state_change parameter to live. Values such as red2, green2, and...