Originally posted by Ginko
Rain is super easy to set up in a 3d animation program. You simply set up a particle generator, with that comes MANY variables as to how the particles act, and then define the objects it will be deflecting off of. The trick to getting a certain look is tweaking the behavior.
Some examples of particle variables are size, speed, life, count, and many more. Then you get to define how those particles behave on the objects they come in contact with (friction, bounce, and others) Not to mention that if you want to you can write your own right there in the program, then have it as a preset for future use. Even with that preset you can still go in and customize it.
I won\'t pretend to know how it\'s achieved in games since my experience is only that from rendered cg animation, though I can\'t imagine it being entirely different.
You didnt get me.You described how you can utilize a rain effect but I was comparing two different effects.MGS\'s effects and Splinter Cell\'s are two
different effects that represent rain.They are different.Its
not the same rain effect programmed to look differently.
If you watch closely they are using different methods.It looks like they are using different kinds of particles and techniques.Its not the same method adjusted to look more realistic.
Because the rain effect and particles were created from scratch the programmers could make it look and programm exactly just like they wanted and create their own methods from zero.
When tools are created for general use they are trying to offer the appropriate library to be able to create nice effects easier.Its not made under specific preferences, and style and flexibility reaches as far as the tool is enabling.You ll be getting better gerater results but sooner or later you ll be getting diminishing results.Only the best developers can counter this problem becuase they have complete ability to create code and surpass.
While this seems like a good thing since it can let developers show their creativity otherwise couldnt we will be seeing a huge amount of good looking games that play crap since there is a huge amount of developers that arent as talented or as hard working being mixed with the games that come from hard working talented developers.You can see this in PC gaming.Support is HUUUGE surpassing console\'s support by difference but there is a greater amount of crap games at the same time or mediocre games with better graphics that all play the same.The wow factor in both graphics and gameplay isnt as extensive as in the console market even when PC gaming shows a game that surpasses most grate console games in every aspect.
In the console market though its diferent.Great graphics and great gameplay describe each other more often.The work of talented developers is more often evdient and distinguishable becuase of that.
Can you imagine how gaming would have been in the console market if we got 100 gothic games that look as good or better than DMC or 100 games that look as good or better than GT4 but may lack in gameplay?
The wow factor of true class games is reduced.Because so far gameplay and graphics keep up with each other in console gaming.
Its easier to distinguish the good game from the bad in console gaming compared to PC gaming
And XBOX had a similar problem to that of PCs.While a mediocre multiplatoform released game looked bad on PS2 it looked 10 times better on XBOX because it was more powerful and directx friendly.Xbox had tons of games that looked better than many PS2 games that lacked in gameplay.
I mean the XBOX was released with games that displayied graphics not seen on PS2 back then yet there was lack of quality games.DOA2 is nowhere as good as TTT but is greater in graphics in all aspects
On PS2 though sucky games usually were sucky looking.