Think of a rocket as the emitter and a smoke trail as the particles. You don''t check the smoke for collisions, you check the rocket.
If you have a stationary gun, make it fire an emitter and create some kind of particle effect trail. If you want a single particle make the emitter create a new particle every frame, and the particle lasts for 1 frame.
More particle confusion
Ok, but now think of when that rocket emitter strikes a wall, and spawns an explosion emitter. The particles from that emitter will go through the wall.
Or, consider a fountain. An emitter is set up to generate particles in an semi-random upward vector with gravity applied. How do you give these particles that movement vector?
Or, consider a fountain. An emitter is set up to generate particles in an semi-random upward vector with gravity applied. How do you give these particles that movement vector?
The particles routines in the character system are a bit better and allow you to aim the particle stream in a direction. This funtionality isn''t available in the main library particle routines. They only allow you to make particles with random or no velocity.
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