Particle collision

Share with us how are you using the powerrrr of the force

Moderator: Alain

Particle collision

Postby pHySiQuE » Tue Aug 18, 2015 9:58 pm

I implemented extremely simple particle collision by just doing a raycast each frame. It's not terribly optimal but it's nice for simple effects.

pHySiQuE
 
Posts: 608
Joined: Fri Sep 02, 2011 9:54 pm

Re: Particle collision

Postby Julio Jerez » Tue Aug 18, 2015 10:09 pm

It really cool to see then hitting generic objects.
good timing, because of the new feature for the engine was generalized particles.
I was planning for 3.14 by I will delayed till 3.14 is stable realize.

lot of the fyndation of already in the engine, I added the Aggregated will be the house for emitter the emitter. Particles will collide with every thing including particles, and the will be able to be constrained by joints to oeth eparticles of to regid bodies. stuff like ropes will be easy to do.

Particles will be object that do not have intertie matrix only positions. that makes then very small and up 4 time faster.

I am talking of budget of say 4 to 5 thousand particles. stuff like smoke or tornados, bullets, or even some good fluid.
Julio Jerez
Moderator
Moderator
 
Posts: 12249
Joined: Sun Sep 14, 2003 2:18 pm
Location: Los Angeles


Return to User Gallery

Who is online

Users browsing this forum: No registered users and 16 guests

cron