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Particals blocked by objects / land.

Gwydeon Nomad
Registered User
Join date: 1 May 2003
Posts: 480
12-31-2003 16:31
Particals already have a 'bounce' bit where they can be made to stop at the objects cordinates and go no lower, probably other ajustments based on the object but.....

Can we have a tag that lets particals try to flow around objects instead of though them? :D
si Money
The nice demon.
Join date: 21 May 2003
Posts: 477
Re: Particals blocked by objects / land.
12-31-2003 16:34
From: someone
Originally posted by Gwydeon Nomad
Particals already have a 'bounce' bit where they can be made to stop at the objects cordinates and go no lower, probably other ajustments based on the object but.....

Can we have a tag that lets particals try to flow around objects instead of though them? :D


I'm not sure this is possible to do inside the actual particle system -- the particles are 2D, so it would be an odd trick to pull off.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-31-2003 16:36
The system treats particles as 0D points, while the graphics are 2D objects in 3D space. It shouldn't be too hard to do, but might look funny in some cases.
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Gwydeon Nomad
Registered User
Join date: 1 May 2003
Posts: 480
12-31-2003 16:38
They would just have to treat objects and land like space they can pass though and if they meet such space they are set to either stop on one tag, die on another, or move at the next closest possible angle (or whatever would cause them to try to flow past), and another causes them to bounce off it :D
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
01-01-2004 11:50
AFAIK:

The particles are a created and handled by the end-user's 3D card based on the settings sent to it by the SL servers. Physics and collisions are handled in the Havok engine running on the SL servers. This means that, until video cards actually support particle collisions with the 3D geometry, we won't see this...


...But it WOULD be way cool. :)
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
01-01-2004 20:45
There's an OpenGL "particle system" call? Could you point me to the documentation for that? I'd find it useful in some of my hobby programming.
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Gwydeon Nomad
Registered User
Join date: 1 May 2003
Posts: 480
01-02-2004 12:08
What?
Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
01-02-2004 21:08
From: someone
Originally posted by Carnildo Greenacre
There's an OpenGL "particle system" call? Could you point me to the documentation for that? I'd find it useful in some of my hobby programming.


Who said that?
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Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
01-02-2004 21:51
What? No one even mentioned OpenGL in this thread until you did.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
01-03-2004 00:54
From: someone
Originally posted by Garoad Kuroda
Who said that?


Tiger Crossing implied it with the comment of "The particles are a created and handled by the end-user's 3D card based on the settings sent to it by the SL servers". I was trying to be sarcastic in doubting that that is true.

To the best of my knowlege, the particle systems are handled by the client CPU, and are effectively physical objects without collision detection. There's nothing (other than client-side CPU resources) preventing full collision handling of particles.
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