I slightly tweaked the core particle system to support extension, then created 2 simple extensions for :
physics based particles : particles that interact with the BulletAppState physicsSpace); and
particle scaling based on velocity vector : the faster a particle is moving the more longer it gets - I used this to cheaply simulate motion blur;
Still early days, performance is good (300 physics particles in the above + several filters), but there is loads of room for optimisations.
-James
22 Likes
Setekh
October 27, 2013, 7:24am
3
Awesome, cant wait to see the code! I sure wish to shut up some friends of mine whom are Unreal fan boys.
Holy monkeyballs, that’s amazing. :-o
Totally stunned, amazing!
nice one, all we need now is an angle grider
kwando
October 27, 2013, 10:09am
9
Wow, that looks really cool! =)
Does a physics based particle interact with other physics based particles?
@drothindev said:
Does a physics based particle interact with other physics based particles?
They can, in this example they are not because the particle size is fairly large and they tend to overlap when spawned and explode all over the place, there are however may ways around this issue.