Challenge: Improve this bloom effect

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  • This is my take on the bloom effect. I'm trying to make it look good while keeping the FPS up.

    On my work PC it runs at 35FPS.

  • You mean like this?

    http://www.willhostforfood.com/access.php?fileid=66245

    I guess my computer is a little bit more powerful than yours.

    Your example ran at speeds between 70 and 120 FPS.

    My changes have upped this to speeds between 350 and 650 FPS.

    My bloomers go from the outside to the inside. This makes the bloom effect a little smoother.

    Also, I added a check to see if a bloomer is likely to be stuck in a wall, so that the loop can be skipped altogether for that bloomer. This can save huge amounts of time. For instance, of your light-object is behind the hill, it will save 180*42 overlap checks per frame.

    I changed the loop to a while loop for greater control over when it will stop looping. I noticed an issue with the while-loop, though. It doesn't work with normal overlap conditions. You need to use the advanced overlap check (in the system object).

  • It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

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  • You mean like this?

    http://www.willhostforfood.com/access.php?fileid=66245

    ...

    Big improvement. It even looks better. Thanks!

    It's not quite what you wanted, but you could try playing around with a combination of blur and glow shaders like this .cap. It's not particularly efficient, though - the blur shaders in Construct are a bit slow.

    I'm going for something that can bloom with all objects on the screen without having to add shaders to everything. That glow effect does look really nice along the edges.

  • Hmm, I wonder where you got this idea..

  • From DAVID, hehe

    DAVID'S example of DAVID'S sun bloom effect was really nice, who ever heard of a Whine Engine anyway?

  • Hmm, I wonder where you got this idea..

    I did get the idea from your whine engine but I couldn't find a .cap of it.

  • Is it out of line to ask Davio or Quazi to share the process they went through to produce the effect seen in their "God Rays" video preview. Not sure if that's some sort of trade secret or what.

  • There's no harm in asking, but they do have the right to say they don't want to post their method.

    On the other hand, you also have the right to try to recreate it on your own, using your own methods and your own artwork. I don't think there's anything wrong with trying to figure out how an effect is made.

  • Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.

  • Oh I've been trying to reproduce it, I was just worried it was possibly using a custom shader or something.

    I Don't think so. I am right now reproducing the ray look at over 700FPS (core i7 9800GTX). As soon as I figure something out with the mask effect I will post it here.

    I just needs some tweaking

  • Am I the only one that thinks this effect looks weird?

    :s I couldn't exactly tell why, but it doesn't look right.

  • I've been tinkering with this thing some more. This now comes with bigger rays, brighter bloom, etc.

    It also changes colour depending on the position on screen for something of a sunrise effect.

    http://www.willhostforfood.com/access.php?fileid=66337

  • we didn't use any special shaders.

    your new example seems to lack rays surface area, theres pretty much on or off, and nothing inbetween. thats where most of the cpu drain in our example comes from, the in betweens

  • Now I'm getting 400-600 FPS. But I think it looks a lot better now. Especially on the fence I got from google images.

    http://www.willhostforfood.com/access.php?fileid=66456

    Can you guys tell me your FPS.

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