by Skinnytorus » Monday, 15.September 2014, 08:30
Thanks, mate. I was going to add a volcano in there, but eventually found myself disappointed by the fact that moving ADF sprites couldn't be alpha-faded (in and out) through particle time (ordinary Sprites do that). Fading by ADF geo volume is too abrupt. A particle sprite plane seems to be colored all at once. No smooth color/alpha transition through a single sprite is possible... Maybe sprite shading is intentionally simplified for performance puposes... but it's year 2014 now and we well see what game engines can do... Sigh... Maybe DX11 has more potential in that area...