Cesiumjs Particle System Blending - cesiumjs

I feel like this is a fairly basic question, but i haven't found any real information online. how can i set the blending state to additive for a cesium particle system for an effect such as fire, etc?

Unfortunately it's not available in the current version.
Particle systems in Cesium are implemented as collections of Billboards, and currently the Billboard system is hard-coded to always use alpha blending. It would be a great feature to add though, but it would take some plumbing work to make an option for additive-blended billboards, and then another option for additive-blended particle systems that call for additive billboards. Both would be useful in their own right.

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Custom lighting environments and shaders in Forge Viewer

Some models, especially ones produced through photogrammetry, don't look that good with any of the lighting presets the viewer can offer. They're often quite dark and surfaces are "shiny". What options do I have in modifying the shading? I'd just like to have a uniformly lit model.
I know I can replace the shader material on the model fragments but then I will lose the model textures. As far as I know I can't combine shaders in three.js. Is there a way to introduce my own custom lighting environment?
Unfortunately there's no official way of customizing the environment: How to add custom environment map for background in autodesk forge?.
I think you could hack your way out of this, though, for example, by switching to one of the "simpler" environment presets, and finding an angle where the photogrammetry output is lit reasonably well:
viewer.impl.matman().setEnvRotation(angle);
viewer.impl.renderer().setEnvRotation(angle);
While doing that, you could also play with the exposure settings:
viewer.impl.matman().setEnvExposure(exposure);
viewer.impl.renderer().setEnvExposure(exposure);

How can Cocos2dx particle system achieve a burst effect?

I am new to Cocos2dx, and I am playing with the awesome particle system in my game. However, I couldnt able to design the best effect in my mind.
What I would like to see is something like in this video.
I think the main difference is that I cannot configure to let all the particles appear at once and disappear at the same time afterward. The particle generation time seems to be random.
So my questions will be: Is there any workarounds that I can configure the effect like that link in Cocos2dx? Or is there any other suggested ways for me to stick with?
I have another solution in my mind which is use sprite animation instead. But then it will lose the flexibility. I love a configuration approach similar as particle system that can easily create different visual effect by only changing parameters.
Any help will be appreciated!
Thanks!
You can download Particle Editor for Cocos2dx and V-play from below link:-
http://games.v-play.net/particleeditor/
also you can show a demo here for various particle effects:-
https://www.youtube.com/watch?v=6wUrf_veEvU

TweenEngine library vs libGDX Interpolation class

I'm developing a game based on the libGDX framework in eclipse that will have smoothly movements between my entities, so for that, I have used TweenEngine (and it is working nice), but recently I found that libGDX have its own class for interpolations.
I know both are for tweening (or for nice and smoothly animations), and I just want to know if there are technical difference or limitations between this 2 options basically because if both are the same, I would opt for the second one since it is already inside libGDX.
From one side there's generally better to use included tools because of integration and final application size (not saying of setting up the environment or exporting project problems).
On the other hand please notice that Libgdx Interpolation starts to be useful only when you are using it with Scene2D actions. And here is the problem in my opinion because you must implement stage and actors mechanisms - which is good idea by itelf but can be almost impossible if you have created almost whole application without it.
Then I would recommend you:
choose Scene2D actions + Interpolation easing if you are able to implement Scene2D in your project and the easing actions are only reason you want to use Tween Engine
choose Universal Tween Engine if you want to stay independent of new machanisms and use Sprites etc in traditional way

Paper.js VS EaselJS VS Fabric.js vs KineticJS

paper.js
EaselJS
fabric.js
KineticJS
Hello guys I am new in html5 canvas development and I am lost in choosing canvas frameworks. There are so many of them that I can't find out what to use. So here I am! I want your help to choose which one is better for my needs. There are my needs
1) I want the framework used Vector graphics, I know canvas is not DOM, I realy don't care about it but what I mean is I want to manipulate with objects after its creation, PaperJS has this feature I don't know about others. If advanced mouse events will be available it would be better.
2) I want to use the framework for images, I will load image and animate them with canvas, move, animate some colors...
3) I want the framework to be fast because of my needs (image animation should be smooth)
4) I want the framework to have good community because I know I will need some help.
So what do you think which one is better for me? and please if you can write down from my list which are the strength and weakness for each framework?
HTML5 canvas is still very fresh environment. You can get impression there is a lot of tools already available, they are often quite immature though.
My answer will cover only part of your question because I used only KineticJS and EaselJS.
You can start from reading opinions at this page (mine is the last one at the bottom).
Speaking shortly KineticJS has lower entry barrier. It's simple drawing library and has some support for mouse events too. At the time I was trying to use it it was barely extendable. I found it really hard to customize for my needs.
EaselJS is a bit harder to start with, but it's more advanced too. Now it's part of other libs set known all together as CreateJS. It seems that lot of development going around there.
Both Kinetic and Easel supports mouse event. I don't remember
well the Kinetic, sensing 'onMouseOver' is costy with Easel though.
Also both mentioned libs allows objects manipulation. You can find
here TweenJS also useful as addition.
Again both Kinetic and Easel allows this. Easel also has support for
sprites - 'animated images' well known for web game developers.
I'm not sure about Kinetic as I haven't reached animation part of my
project before I dropped it (the lib, not the project). With Easel
speed is tricky. It has some optimization methods implemented like
for example objects cache or snapToPixel flag. Examples seems to run
really well. However for my project using Easel smoothness still is
an issue despite quite a lot of effort put in optimization. Maybe I
misused the API or there is still place for more optimalization I
haven't noticed.
Both libs are quite young but seems to be actively developed.
Authors are rather responsive. Community still isn't big, but I
guess CreateJS as more complete set of tools for creating games will
grow faster.
If you want to check here is the project I mentioned. It's a web page made with usage of EaselJS + TweenJS. Still needs some minor tweaking though.

Flash - Page tear animation?

Can anyone recommend a decent tutorial, add-on or approach to creating a page rip off effect in flash?
I want to create a notepad where each page can be ripped off to reveal further content.
Thanks
Paul
are you looking for a pageFlip with a tearing feature? if so it does exist even though I can't find the link (anyway it was AS2).
if you want more flexibility, you can take a look at a cloth simulation ; derschmale did a great example and pixelero did sort of the same with linked lists (=faster)
there's also this particle physics engine called Traer that have been ported from java and that allows you to get the cloth behaviour with fewer lines of code and some fine tuning (stiffness, damping a.s.o. ).
the general idea is to subdivide the displayObject you want to tear off into a series of triangles, take a snapshot of that object in a BitmapData, then redraw the distorted grid with the drawTriangles() method.
I think it is how they do the thing in the cloth examples.