Question about ODE and particle systems.
"Jeremy Roberts" <[email protected]>
| Newsgroups | gmane.comp.lib.ode |
|---|---|
| Message-ID | <001a01c7f779$bd0e4140$6501a8c0@videoy23s01m2k> |
Hello,
Sorry for all of the questions. You guys have been great with your help. I just hope I don't offend anyone with so many questions.
Anyways...
I am wondering if there is a quick and efficient way to determine if a moving point (particle in a particle system) collides with ODE geometry. In my game I need things like explosions. These explosions emit particles over a short time which naturally need to collide with the geometry of the game. For most I would like them (sparks and such) to bounce off of the walls etc.. The only somewhat elegant solution I can think of is: whenever a particle moves, to add a new ray geom to the world with length and direction along the particles heading and distance travelled. If it collides, update the corresponding particle appropriately as a collision has occurred and each frame delete all ray geoms.
My questions are:
1) Is this even feasible for a large number of particles, i.e. say 500 to 1000 or more particles?
2) Is there a more elegant solution?
Thank you for your help.
Jeremy (grill8)
A.S. Real Time Interactive Simulation
[Video Game Computer Science]
DigiPen Institute of Technology
- Make the world what it could be, not what it is.
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