Particle Candy and collisions
Blitz3D Forums/Blitz3D Programming/Particle Candy and collisions
| ||
Is it possible to setup the particles in particle candy to detect collisions? |
| ||
I don't have Particle, I have Pyro instead, but really, provided you have the Blitz code functions then you only have to locate where your particles are generated and insert code for normal collisons there - it really is that simply. However it will be up to you to provide accurate physics responses if the code isn't already provided. |
| ||
Mojokool I don't think it'll be as simple as that, as PC uses a single surface system, i.e each particle is not a separate entity but a quad contained within a mesh. Having said that you could probably do a check to see if a particle's position was within a defined space... |
| ||
MojoKool, E-mail the man behind PC, Mike, he'll assist - he is a great chap! IPete2. |
| ||
You could do a line pick between old vertex position and new one and see if it colided. I think this would be faster than doing a real collision ... Beside that: A collision system with more than 100 particles would kill your performance which is why you should not do it at all beside a "below ground level" check or "out of view" check which is both already in. |