How developers make perfect rain in games - PC GAMER

V3N0M

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Aug 29, 2010
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The water cycle is one of the first scientific concepts you learn about. Water evaporates from the surface of the Earth, rising, accumulating and condensing before returning to lakes and oceans in forms, such as rain, before beginning the process all over again. I don’t have to explain what rain is to you. You know rain. It’s a part of many of our daily lives, and among the most common stylistic elements in fiction. Considering its familiar nature, it’s surprising how little we know about how rain is created in videogames—and how widely these approaches can vary.


VFX artist Aaron Miller speaks to me about how Fireblade Software created the furious rainfall of naval roguelike Abandon Ship. “In Abandon Ship we wanted the weather to have a gameplay effect, which for rain was to extinguish fires. It also had to fall either straight down, or be at an angle depending on the strength of the wind.” The solution the team decided upon was to create ‘billboards’, or images of sheets of rain, in the distance of the player’s perspective, and reinforce the idea that rain is lashing your ship by spawning rain particles in cylinders attached to the game’s camera. This solution didn’t have the elusive measure of ‘thickness’ necessary to be a convincing extinguisher of in-game fires. So, Miller and company improvised. “We spawned an insanely high amount of rain particles, took screenshots of it into Photoshop, added this to the original texture and reimported it into the game. This resulted in it looking like thousands of rain particles were being spawned, when in fact it was only hundreds. This allowed us to achieve the desired result without it impacting the framerate,” Miller says. “Creating visual effects is often about taking a bunch of disparate systems and making them work in quirky ways to achieve the desired result.”


For 2D games, one of the most simple and common implementations of rain is to spawn particles above the screen, and once they reach the bottom of the screen, move them back to the top again. “For Airships: Conquer the Skies, I made a really basic 2D rain system,” says developer David Stark. “Each raindrop is a randomly placed vertical gray line. When it vanishes off the bottom of the screen, it gets moved back up to the top. There’s more intricate effects for other things, but for rain, this works fine.” The key, as always, is the end result, and how it contributes to the overall presentation of a game.

Read the Full Article here - https://www.pcgamer.com/how-developers-make-perfect-rain-in-games/
 

Malik Nasir

New member
Apr 5, 2019
2
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0


The water cycle is one of the first scientific concepts you learn about. Water evaporates from the surface of the Earth, rising, accumulating and condensing before returning to lakes and oceans in forms, such as rain, before beginning the process all over again. I don’t have to explain what rain is to you. You know rain. It’s a part of many of our daily lives, and among the most common stylistic elements in fiction. Considering its familiar nature, it’s surprising how little we know about how rain is created in videogames—and how widely these approaches can vary.


VFX artist Aaron Miller speaks to me about how Fireblade Software created the furious rainfall of naval roguelike Abandon Ship. “In Abandon Ship we wanted the weather to have a gameplay effect, which for rain was to extinguish fires. It also had to fall either straight down, or be at an angle depending on the strength of the wind.” The solution the team decided upon was to create ‘billboards’, or images of sheets of rain, in the distance of the player’s perspective, and reinforce the idea that rain is lashing your ship by spawning rain particles in cylinders attached to the game’s camera. This solution didn’t have the elusive measure of ‘thickness’ necessary to be a convincing extinguisher of in-game fires. So, Miller and company improvised. “We spawned an insanely high amount of rain particles, took screenshots of it into Photoshop, added this to the original texture and reimported it into the game. This resulted in it looking like thousands of rain particles were being spawned, when in fact it was only hundreds. This allowed us to achieve the desired result without it impacting the framerate,” Miller says. “Creating visual effects is often about taking a bunch of disparate systems and making them work in quirky ways to achieve the desired result.”


For 2D games, one of the most simple and common implementations of rain is to spawn particles above the screen, and once they reach the bottom of the screen, move them back to the top again. “For Airships: Conquer the Skies, I made a really basic 2D rain system,” says developer David Stark. “Each raindrop is a randomly placed vertical gray line. When it vanishes off the bottom of the screen, it gets moved back up to the top. There’s more intricate effects for other things, but for rain, this works fine.” The key, as always, is the end result, and how it contributes to the overall presentation of a game.

Read the Full Article here - https://www.pcgamer.com/how-developers-make-perfect-rain-in-games/
its always difficult to hunt a skilled developer :(
 
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  • faraany3k faraany3k:
    I dont think games have looked any better since 2019 onwards and they are performing worse and worse. Game developers have really dropped the ball.
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  • Necrokiller Necrokiller:
    Consoles can't even catch a break in titles developed exclusively for them 😢
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  • Necrokiller Necrokiller:
    "All of this lends the game distinctly last-gen look at times, which is compounded by image quality and frame-rate issues."
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  • Chandoo Chandoo:
    no jokes.
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  • Chandoo Chandoo:
    faraany3k said:
    So while Playing Control, I found a journal which said that a bathroom is missing in Islamabad Beurue of Control. With Alan Wake and Control seems to be connected worlds. Even our city is in the universe as well. No wonder those Trail 5 and Trail 6 are haunted.
    did you know you can see @NaNoW credited in the game too ? :p
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  • faraany3k faraany3k:
    So while Playing Control, I found a journal which said that a bathroom is missing in Islamabad Beurue of Control. With Alan Wake and Control seems to be connected worlds. Even our city is in the universe as well. No wonder those Trail 5 and Trail 6 are haunted.
    Link
  • EternalBlizzard EternalBlizzard:
    faraany3k said:
    What is peoples obsession with Battle Royale genre. 6 minutes to find a match, 3 minutes to setup a match, 2 minutes to land, 10 minutes for scavanging maybe 2 3 gunfigts and its over. Multiplayer landscape is looking absolute dogshit.
    I tried playing Apex Legends once. Couldn't find a gun for 5 minutes straight. If I found a gun, I couldn't find the right ammo for it. Got killed fighting with my fists. Uninstalled it the next day.
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  • faraany3k faraany3k:
    What is peoples obsession with Battle Royale genre. 6 minutes to find a match, 3 minutes to setup a match, 2 minutes to land, 10 minutes for scavanging maybe 2 3 gunfigts and its over. Multiplayer landscape is looking absolute dogshit.
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  • M muneebjahangir:
    skip the villain arc
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  • EternalBlizzard EternalBlizzard:
    iampasha said:
    I usually stay away from animes. Vinland saga changed the way i look at my life, and my experiences within. I recommend every breathing human being to watch this animated masterpiece at least once fromstart to finish.
    After I watched it, I never felt like i watched a show. It was a friggin journey. I got way too attached to Thorfinn and seeing him grow up and find himself and get rid of all the negativity inside of him was just pure bliss.
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  • iampasha iampasha:
    EternalBlizzard said:
    Vinland Saga > Berserk
    I usually stay away from animes. Vinland saga changed the way i look at my life, and my experiences within. I recommend every breathing human being to watch this animated masterpiece at least once fromstart to finish.
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  • Necrokiller Necrokiller:
    Crapcom's RE Engine expose hogaya saaeen. This shit ain't worth experiencing on any platform. 🤷‍♂️
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  • Chandoo Chandoo:
    When a $399 console provides the same experience as a 4090. Yikes indeed saeen :sneaky:
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  • Necrokiller Necrokiller:
    that's a yikes saaaen
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  • Necrokiller Necrokiller:
    " Both PS5 and Series X have an unlocked frame-rate here, with performance that generally lies between 30fps and 45fps. That makes for a stuttering and inconsistent output in general play, no matter what you are doing at any given time."
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  • EternalBlizzard EternalBlizzard:
    Vinland Saga > Berserk
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  • faraany3k faraany3k:
    I absolutely hate parry and Sekiro made me love it, i hate sci fi and Mass Effect made me love it. This is the definition of genre defining experiences.
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  • Necrokiller Necrokiller:
    Forbidden West Complete Edition now available on your fav websites. And Nixxes showed Crapcom how it's done 👍
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  • Necrokiller Necrokiller:
    RE Engine is just utter shit for anything other than corridor design remakes
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  • Necrokiller Necrokiller:
    This is a console first developer. LMAO
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  • faraany3k faraany3k:
    With how great cod warzone has translated onto mobile. Mainstream Consoles have lost its value even further. Maybe console gaming was associated with TVs and how TV is not the primary source of media consumption anymore, consoles will lose its 200 million core audiences even further.
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  • Necrokiller Necrokiller:
    Even VRR can't rescue it 🥲
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    faraany3k faraany3k: I dont think games have looked any better since 2019 onwards and they are performing worse and...