Game Development Community

Particles: Emitters that emit emitters?

by Robert Lee · in Torque Game Engine · 01/04/2005 (7:12 pm) · 4 replies

I'm looking for a way to create a fireworks-like particle effect, where the particles that are emitted from a source emit other particles themselves after a set time passes.

Any suggestions?

(And in general, if anyone knows of some great particle effect tutorials I'd be happy to hear about them)

#1
01/04/2005 (8:32 pm)
In a firework, the larger particles are "emitted" all at once in an explosion, and each of those larger particles emits smaller particles. To accomplish this in torque, let the larger particles be ordinary objects (such as StaticShape maybe?) with particle emitters attached. The firework itself is a projectile, and the larger particles (not really particles in the torque sense) are created during the projectile's explosion (onDestroy?) event.

My idea is just a hack though, a way to create fireworks fairly quickly with script only. I like your "particles that emit particles" idea much better if you feel up to coding it :)
#2
01/04/2005 (8:38 pm)
I would do it with projectiles. Have the main shell explode and launch out a few other projecitles with FX emitters, then have those explode. You might have to mess with the projectile class so your projectiles will explode after their lifetime is up(should be an easy task).
#3
01/05/2005 (3:17 am)
Robert, take a look at the crossbow explosion. Essentially it does exactly waht you are trying to do. There is a main explosion, the little pieces of debris shoot out with particles trailing, and then they themselves burn up. It would be a relatively simple matter to use that code as a base and change it to fit your needs.
#4
01/05/2005 (1:57 pm)
Thanks for the input, I'll give it a try.