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Map world into particle simulation

Open ensisoft opened this issue 4 years ago • 0 comments

Currently the particle simulation runs in its own simulation space with only bounds for the simulation. This however means that the particles do not interact with the content of the game world, i.e. the simulation proceeds regardless the particle would in fact fall upon or touch some game space object. It'd be nice to be able to realize something like obstacles. This would require mapping of the game object that fall within the particle engines simulation boundary into the simulation space and then interfacing with the actual particle simulation.

IT should be be possible to do a brute force solution for this type of problem using the GPU by using for example depth testing (since we're not using z) or stencil testing and doing a read back to see if a particle has collided with something.

ensisoft avatar Aug 27 '21 08:08 ensisoft