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How to program explosions with Direct3D9?

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Not sure what you mean by bound to a mesh but the normal way of doing explosions is with a particle system - you will find plenty of tutorials on the web for these. To make the explosion 'follow' some mesh parts you just move the position of the particle emitter.

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As Trip99 said, you need to look into particle systems for this - unless you actually want your mesh to explode [smile]

I've seen a few algorithms (you often get them in 3D Modelling packages) that will take a mesh and "explode" the triangles outwards from a given detonation point. This isn't trivial, and basically requires you to rotate/transate each triangle outwards along a face normal (or otherwise).

The other alternative, is to have your particle system draw lots of fire/smoke/flashes etc... on the screen and have your mesh disappear at an appropriate point. This one is relatively easy to program.

For Direct3D, you really need to look into "Point Sprites" - they are the API's interface for hardware accelerated particle systems. You provide Direct3D with a list of points (each point is a particle) and it will do the work to convert them into a small textured quad on the screen.

There used to be some general documentation and a sample in the DX SDK on using PSprites for a particle system, but they disappeared a while back. Look up the IDirect3DDevice9::SetRenderState() call with the D3DRS_POINTSPRITEENABLE render state (as well as a couple of others).


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