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Graphics / Conceptualizing "Ghosting" Sprite Movement
« on: August 29, 2014, 07:58:11 pm »
I have an animated sprite of a walking character. I would like to achieve something similar to Castlevania:SoTN's "ghosting" effect, seen in this gif when the character is falling:
![](http://boards.fightingamphibians.org/v/src/133910937870.gif)
and in this image (to a lesser extent):
![](http://media1.gameinformer.com/imagefeed/featured/konami/castlevania/ranking/1.jpg)
I'm thinking of handling it by:
1) drawing the sprite to a rendertexture. Successive frames would then
2) offset the sprite by whatever camera movement has taken place,
3) doing a color/alpha pass on the existing "ghosted" render texture,
4) rendering the current sprite in it's normal position, and repeating.
Am I overthinking this and should just use a collection of sf::Sprites along with some setColor's, or is the gpu be the best way to go?
![](http://boards.fightingamphibians.org/v/src/133910937870.gif)
and in this image (to a lesser extent):
![](http://media1.gameinformer.com/imagefeed/featured/konami/castlevania/ranking/1.jpg)
I'm thinking of handling it by:
1) drawing the sprite to a rendertexture. Successive frames would then
2) offset the sprite by whatever camera movement has taken place,
3) doing a color/alpha pass on the existing "ghosted" render texture,
4) rendering the current sprite in it's normal position, and repeating.
Am I overthinking this and should just use a collection of sf::Sprites along with some setColor's, or is the gpu be the best way to go?