1 min
Today was all about testing the fire particle system we have implemented. I was seeing what would look best for it when changing different parameters such as the size of the emitter (are where the particles are generated), the size of the particles overtime (whether that changing or remaining constant) and more.
After changing some parameters to see how the particle system looked, the emitter was then changed to be the mesh of objects that are designed to catch fire such as the land and the trees. This worked well and so can be used for when implementing a more dynamic fire system.
Next is actually implementing the fire system. It is going to be started from when the user looks at one place for long enough then the fire will eventually start. Then, the fire starts spreading and any tree, bush or land it interacts with will be set alight. There will have to be restrictions though as it might be beyond the Oculus to simulate all these particle systems. To counter this, maybe only the trees/vegetation will be set on fire.
Subscribe to this blog via RSS.
Low level programming dev diary 28
Text based adventure dev diary 6
Level design developer diary 3
Game engine programming dev diary 14
Audio-visual production dev diary 7
Audio-Visual Production: Particle System Mesh Spawning Issues
Posted on 20 Feb 2020Low level programming dev diary (28) Text based adventure dev diary (6) Level design developer diary (3) Post mortem (4) Ex-machina dev diary (11) Game engine programming dev diary (14) Network game dev diary (11) Audio-visual production dev diary (7)