Experiment: Motion Blur with Physics

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

Experiment: Motion Blur with Physics

Post by BlackBulletIV »

This is a product of one of my physics-based experiments which I've been doing in order to get used to the new system. It allows you to add boxes, the size and (optionally) colour of which will be randomly generated, and to add force to them all via the arrow keys. I threw in some motion blur (created with canvases) as another experiment.

If you want to customise something, there's a number of settings at the top of the main.lua file.

Enjoy! :)
Attachments
motion-blur.love
(1.64 KiB) Downloaded 732 times
blenderer
Prole
Posts: 16
Joined: Fri Feb 12, 2010 1:19 am

Re: Experiment: Motion Blur with Physics

Post by blenderer »

Awesome! This was helpful, thanks!
Zeliarden
Party member
Posts: 139
Joined: Tue Feb 28, 2012 4:40 pm

Re: Experiment: Motion Blur with Physics

Post by Zeliarden »

Nice! Realy cool with the motion blur (I needed to change motionFrames = 100 to see any motion blur)
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

Re: Experiment: Motion Blur with Physics

Post by BlackBulletIV »

Thanks guys!

Also, 100 frames!? That's crazy. I was actually using 10 frames for exaggerated effect. Perhaps you should turn alphaMultipler up instead, as maintaining 100 canvases is bound to be expensive.
Zeliarden
Party member
Posts: 139
Joined: Tue Feb 28, 2012 4:40 pm

Re: Experiment: Motion Blur with Physics

Post by Zeliarden »

I can go up to 300 and still have 160 fps, with 100 I have 470 fps. turn up alphaMultipler? how would that work? it only changes the alpha color
alphaMultipler looks nice between 10 and 100
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

Re: Experiment: Motion Blur with Physics

Post by BlackBulletIV »

Well that's good. The alpha multiplier would (obviously) enhance the visibility of the stored frames. Since you said that you couldn't see any motion blur at 10 frames, I assumed that it may be a visibility problem.
User avatar
Kingdaro
Party member
Posts: 395
Joined: Sun Jul 18, 2010 3:08 am

Re: Experiment: Motion Blur with Physics

Post by Kingdaro »

this is an awesome demo

i think I'll be using this in my game :D (with proper credits of course)
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

Re: Experiment: Motion Blur with Physics

Post by BlackBulletIV »

Thanks. Credit isn't required, but I won't say no. :)
User avatar
ishkabible
Party member
Posts: 241
Joined: Sat Oct 23, 2010 7:34 pm
Location: Kansas USA

Re: Experiment: Motion Blur with Physics

Post by ishkabible »

ya, I had to turn it up to 40 before I could see it. turning the alpha multiplier up doesn't change it. the issue is that the canvases aren't being placed far enough apart. I actually had to turn the alpha multiplier down so it didn't just look like oddly shaped blocks with fuzzy corners.

40 frames, 10 for alpha multiplier looks best for me. I can't notice 10 frames on any alpha at all.
User avatar
BlackBulletIV
Inner party member
Posts: 1261
Joined: Wed Dec 29, 2010 8:19 pm
Location: Queensland, Australia
Contact:

Re: Experiment: Motion Blur with Physics

Post by BlackBulletIV »

That's really strange. I notice a little motion blur on 5 frames. Everyone's systems must be displaying it differently to mine. Perhaps it's something to do with framerate?
Post Reply

Who is online

Users browsing this forum: Amazon [Bot], Bing [Bot] and 1 guest