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Cigarette smoke effect using shaders

garden.bradwoods.io

1–10 of 27 posts

Re: Cigarette smoke effect using shaders

#6

In a game this is likely done as simply a prerendered animated texture (atlas). Perhaps in a modern AAA game you might try a GPU particle system with 10k+ particles.

Or, a shader :) Smaller size than a atlas, more efficient that full on particle simulation.

Re: Cigarette smoke effect using shaders

#7

In a game this is likely done as simply a prerendered animated texture (atlas). Perhaps in a modern AAA game you might try a GPU particle system with 10k+ particles.

I suspect it depends more on what the developer knows. You certainly don't need to be AAA to do particle smoke, I've done webgames with particle smoke in JavaScript.

With the right tech artist, this sort of shader is essentially what their job is. ShaderToy shows how much you can do with a quad and enthusiasm.

Re: Cigarette smoke effect using shaders

#8
post #4
post #2

As someone who knows nothing about shaders, this was very cool. Pretty refreshing to see such an interesting site design, too.

> an interesting site design Agree - making the scrollbar only 8 pixels wide is an interesting choice...

about:config

    layout.css.scrollbar-color.enabled – false
    layout.css.scrollbar-width-thin.disabled – true 
    layout.css.scrollbar-width.enabled – false
fuckem

Re: Cigarette smoke effect using shaders

#10
There is the smoke part - worth seeing, the shader part - well worth exploring (shaders make you see the world in a different way , then there is the learning part. The site is very interactive so it allows you to see one, do one and maybe teach one.

Many people are stuck in html land. I was. Webgl, threejs, @react-three/{fiber/drei} provide another dimension and shaders are the gateway.

Very highly recommended as a skill worth understanding (at least).

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