Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Particles] Check for intersection with any worldobject after X ms of movement #547

Open
mrzzzrm opened this issue Mar 30, 2014 · 3 comments

Comments

@mrzzzrm
Copy link

mrzzzrm commented Mar 30, 2014

Currently the explosion particles of a rocket fly throught the hit object.

Solve by

  1. Calculate Sphere of all Particles after X ms (initial radius + maxspeed * X)
  2. WorldTreeQuery all WorldObjects in Sphere
  3. Check Projection of Particles after X ms against these WOs
@psieg
Copy link
Contributor

psieg commented Mar 30, 2014

just an idea: why not check later instead of projecting? this would avoid a (further) performance drop in the exact moment the bullet hits, which already exists because of split detection et cetera

@xchrdw
Copy link
Member

xchrdw commented Mar 31, 2014

the advantage of the current solution is that many particles never get spawned -> No buffer slot needs to be found and less communication with the gpu needs to happen.

@mrzzzrm
Copy link
Author

mrzzzrm commented Apr 7, 2014

can somebody else take care of this? I'm full of tasks right now ;)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants