Game Development Community

Relative Particles and Vehicle Collision

by Mark Miley · in Torque Game Engine · 04/28/2004 (8:03 pm) · 6 replies

I've managed to answer most of my questions about the engine with the nice and nifty search tool. These two still allude me at the moment, however.

1. Is there a way of making particles relative. I'm not sure if that's the right way of saying it really. I have a ring of particles around my player acting as a shield..this looks great until I move. The particles lag behind destroying my ring. Is there a way to make the particles stay relative to their initial position?

2. My player character is a hover craft which I've managed to get working. I originally had the problem of running through interiors which was corrected by setting the integration higher. I still have a bit of a problem though as my hover craft likes to climb walls. I've tweaked and retweaked my settings for the hover vehicle datablock, but he still wants to climb walls. He only climbs walls if I continually ram the rall, but I certainly forsee this as a problem for a curious player. Also when a ram a wall (and if it doesn't climb it) he bounces back quite a bit. Ideally I would like it more like the player class so I just stop or maybe a subtle bounce. Can these these problems be fixed in the datablock values or am I looking at some engine changes?

Thanks.

#1
04/28/2004 (8:39 pm)
Problem number 2 just got a whole lot better. I just stumbled upon this thread here:

www.garagegames.com/mg/forums/result.thread.php?qt=17384

Still hackin away at problem number 1.
#2
04/30/2004 (10:31 am)
1. No, not unless you hack the particle system yourself. :) You might want to write an fxRelativeParticleSystem with fxRelativeParticleEmitters and such. Seems the easiest way of dealing with the situation - better than manually updating all the particles.
#3
04/30/2004 (2:40 pm)
Thanks Ben. That's the feeling I got. I've been looking over the code for the particle engine trying to figure out how to approach this. It looks to me like I need to add the position of the emitter to the position of the current particle on the updatesingleparticle function. Right now I'm trying to just track down and hack it. Once I figure out where exactly to make the changes i'll add a new particle emitter class. Am I on the right track here?
#4
04/30/2004 (10:50 pm)
I think you should set up your own particle system for this. Hacking it into the existing one isn't gonna be fun...
#5
05/01/2004 (10:36 pm)
Hmm...ok. Thanks. Not sure where to even start down that road, but I'll have it a go. Thanks. :)
#6
05/02/2004 (1:02 pm)
Check out melv's example rendering object. It's a good way to get started.