Banana 2077
README.md
eggcar
The eggplant hot rod's particle effects in Banana 2077's neon-noir style: magenta
afterburner flames, lilac tyre smoke, pale-cyan spray off the wet street, and
white-gold sparks where it rams something. Every particle is a soft camera-facing
card (shaders/card) that fades and shifts colour over its life; flames, spray and
sparks are additive streaks stretched along their motion, and the smoke is a
premultiplied puff.
Entries
| Entry | Plays | How to play it |
|---|---|---|
exhaust | Twin exhaust jets: a soft magenta outer flame round a white-gold core on boost, thin violet puffs on throttle. Runs until stopped. | Rooted on the car (root = car): its space is the car's, with the tips at x = +-0.35, y = -0.51, z = 2.32 (behind is +Z). |
wake | Tyre smoke and spray behind the rear wheels, left in world space so it trails behind. Runs until stopped. | Rooted on a world-space parent (the player mount): the car hands it its rear tyres' contact points every frame through lx ly lz / rx ry rz. |
sparks | One burst of spark streaks that arc, bounce once off the street and burn out orange. Finishes on its own after 50 frames. | offset = the contact point in world space. |
Inputs
exhaust.boost(0-1): how hard the afterburner burns; scales the flame and core streaks.exhaust.throttle(0-1): how hard the engine pulls; scales the violet puffs.wake.lx,wake.ly,wake.lz/wake.rx,wake.ry,wake.rz(m): where the left / right rear tyre meets the road, in the space the play stands in. Plain numbers, so moving them never restarts the particles.wake.smoke(puffs/s): tyre smoke over both wheels; raise it while drifting or wheelspinning.wake.spray(drops/s): spray over both wheels; rises with speed on the wet street.sparks.count: how many sparks the burst throws.sparks.force(0-3): how hard the hit was; scales spark speed and spread.sparks.ground(m): height of the street below the burst's origin, where sparks bounce.
Materials
flame, flame_core, spray and spark are additive; smoke is premultiplied.
Each sets color_start/color_end, intensity, softness, fade, fade_in and
streak on the shared card shader.