A short video of me testing my Explosion Shader I wrote in HLSL which will be put into DirectX 10. The video shows the explosion with 3 different "weights" of the material. The first one is with the weight set to 1 (so something light like feathers or something) the second is with it set to 5 and the last set to 10.
Thanks to my friend Jay Heggerud for giving me some tips on how to make the explosion a little more randomized, so the explosion doesn't just look like just a growing explosion.
EDIT:
Since apparently it's hard to find the blog I do so here's the link for a "Break down" for this shader
[ Ссылка ]
It's not all the source code but I'm pretty sure I explained it pretty well.
Ещё видео!