Game Development Community

Field of View Regarding Particles, and Another Question...

by Jerane Alleyne · in Torque Game Engine · 07/14/2004 (10:51 pm) · 2 replies

I'm starting to blow things up, and in the course of that I've noticed two interesting things:

First, I noticed that particles from explosions or from the particle emitters disappear once you are out of the field of view of the particles' point of origin...so if you were to have a pretty wide spread from the initial point, it looks very odd. I would like to know if there is an adjustment of any of the particle datablock fields that can remedy this (at least before I ask the programmers to look at it)?

The second thing is in regards to the initial point where an explosion is created on a DTS shape. I thought that the axis point of the bounds box for the shape would default the point where the explosion begins (I thought that it worked for some other properties of DTS shapes), but it is always directly centered on the shape. This woldn't be a problem normally, bu tI'm dealing with large/tall structures. I know you can offset the position of an explosion, but it is a random position, and doesn't include negative values. Are there any default nodes (like for weapons that set the muzzle and and mount points) in the shape that control the position of particle emissions, before we need to make ones ourselves?

Anyways, thanks a lot if you can help :))

#1
07/15/2004 (8:22 am)
For the first point, you might try adding an "effectRadius" field to the particle emitter that would expand its bounding box by that amount so that the scenegraph wouldn't cull it. This would be a C++ change.

You could pretty easily have your coder fix that, too - just have it get the position of a node named something like "explosionPoint" and spawn the explosion there. I thought the engine was recently fixed so that you can spawn explosions directly from script, too - maybe that's an option for bigger buildings.
#2
07/15/2004 (9:00 am)
Ah ok, I figured that would be needed for the second one. Two more jobs for the programmers :D

Thanks a lot!