Two Englishmen, alone in the desert and unfamiliar to one another, will politely discuss the weather. I will always believe this to be true.
To create the semblance of a sandstorm in our level we’re going to use the Legend particle system. Particle systems are a method of representing fluid motion behaviour in the clunky and resistant world of real-time 3D polygon rendering. Basically, it works like this: a sprite is an essentially two-dimensional image that exists in the 3D environment. It is programmed to always orthographically face the player’s view, so you can walk around it, jump on top of it or squat-down and look underneath it and it always looks the same. Particle systems eject a number of sprites and then modifies their movement within the game to represent anything from smoke to flames to hopefully clouds of wind-driven sand.
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