Improved Particle System for Torque3D

Discussion in 'Ideas and Suggestions' started by Shivaxi, Sep 1, 2013.

  1. Shivaxi

    Shivaxi
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    Dec 18, 2012
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    I was doing a bit of research on how to use the built in particle systems for Torque, as I was attempting to add collision to certain debris and spark particles (which is an idea in itself for BeamNG.Drive), and I came across this.

    http://www.garagegames.com/community/blogs/view/21707

    I'm going to give this a shot when I get the chance, but it looks great. Collision for certain particles like sparks and dirt debris etc would be really nice ^^
     
  2. Kamil_

    Kamil_
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    Mar 17, 2013
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    It does look nice but I don't think it's worth it.
    Sparks are really short-life and aren't the point of interest (generally speaking) - it's not worth spending time making something nobody will notice.
     
  3. Shivaxi

    Shivaxi
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    Dec 18, 2012
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    Actually the sparks almost last for a second. The reason you don't see this though is because they fall right through the ground, which you can see if you move your camera underground. Same with smoke particles, dirt particles...I've been doing some testing and most of these particle just end up under the terrain, so it's almost a waste to be rendering all these particles that we cannot even see. I would definitely notice if all the particles had collision with the terrain and environment, and I really hope this happens. Otherwise, that'll be another project for me...trying to replace all the particle effects with my own for collision and stuff xD. But I'd rather it was implemented in game already, you know? Still an alpha though so not too concerned right now, just an idea for the future.
     
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