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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