Spielerando

Slant rain streaks by wind and by how the camera moves past them

Rain that falls straight down on a side-scrolling street while the character runs looks glued to the screen, and rain that ignores a gale looks calm. The slant, the length and the speed of each streak come from the same few numbers. Here is how to get them right, with near and far drops moving differently.

Why this works

What you see is how the rain moves relative to you, not how it falls in the world. Wind tilts it, and when you move, near drops sweep past more than far ones, so each layer needs its own slant.

When not to use it

Skip it for a stylised look with straight, even rain, or a fixed camera in a small room. Plain vertical streaks cost less and may suit the picture better there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 40 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Slant rain streaks by wind and by how the camera moves past them" (read_entry rain-streaks-slant-with-wind-and-camera) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP