it looks ABSOLUTELY amazing. very performant, seems to interact with the environment and it has this absolute swagging motion blur type of thing that i REALLY like
anyways, could any of you please let me know how this type of stuff was achieved❓ looks exactly like something you’d see in frostbite engine games (ESPECIALLY with the motion blur)
i dont have an exact answer, but i did want to comment.
this is almost 100% a custom particle system - if you have a look, the particles also bounce off the ground. this is impossible with roblox’s current particle system (would be really cool if it was, though). i imagine each particle is being stretched and rotated relative to where it was in the last frame, something like this in pseudocode:
local PreviousParticleScrPos = {...} -- contains the last screen space position of each particle
for ParticleIdx, Particle in Particles do
local Delta = (Particle.ScreenPosition - PreviousParticleScrPos[ParticleIdx]
local Orientation = math.atan2(Delta.Y, Delta.X)
local Length = Delta.Magnitude / 2 -- i think it'd be divided by 2 based on the video - could be wrong
-- cframe calculation is almost certainly wrong :3
Particle.CFrame *= CFrame.fromAxisAngle(Camera.CFrame.LookVector, Orientation)
Particle.Size = Vector2.new(Length, Particle.Size.X)
end
again this is just pseudocode and i don’t really know. just a guess from what i saw. this would straight up be terrible for performance, too. so take this with not just a pinch but like a fistful of salt.
also, this really reminds me of the tracer effect from phantom forces, so maybe see if you could find anything on that - could be useful (though i believe phantom forces uses beams for that effect)
thanks, i’ve read the code, redid it by like a lot, and now i got the motion blur working(it uses beams). all thats left is to make a custom particle system lol