Directional Explosions, Particles only?
by Brian Wells · in Torque Game Engine · 09/21/2005 (10:09 am) · 5 replies
I am looking to make realistic explosions from cannon fire. I want the explosions to be directional, ie the flame and debris should travel the same direction after the initial explosion as the projectile was travelling. I know I can do this with particles, but I know if i have too many explosions especially up close I will take a huge framerate hit. Is there any other DYNAMIC way I can make directional explosion?
To show what I mean by "directional", if a cannon is fired at a low trajectory and hits an object with a glancing blow, but still explodes, I don't want it too look like a direct hit. This image kinda shows what I mean:

Thanks,
-B
To show what I mean by "directional", if a cannon is fired at a low trajectory and hits an object with a glancing blow, but still explodes, I don't want it too look like a direct hit. This image kinda shows what I mean:

Thanks,
-B
#2
-B
09/21/2005 (10:53 am)
I was thinking of doing this, and I may still if I can't find another solution. If so I would create several explosions and have the vector change based on the projectile path. I was hoping to actually find a way to have the explosions be dynamic if possible so they always look a little different.-B
#3
09/21/2005 (11:10 am)
You could always have a small explosion particle effect and shoot a vector out in the direction the projectile struck it and fire up 3-4 particle emitters along the same vector
#4
-B
09/21/2005 (12:58 pm)
I think that is what we will do, matt (IE use particles). Unfortunatly, I can't think of any other way to get the effects we need.-B
#5
09/21/2005 (4:54 pm)
Stuff an appropriate vector into the particles when they're spawned so they drift in the right directions? There's lots and lots and lots of ways to do particle effects. With a little bit of work you can extend Torque's particle engine to get exactly the effects you want.
Torque Owner Teck Lee Tan