nate066 Posted January 7, 2014 Share Posted January 7, 2014 How would i create nice looking explosions in leadwerks, more of a realistic look. And how would i make physics object get knocked back with the explosion as well as casting lights. Quote Link to comment Share on other sites More sharing options...
Guppy Posted January 7, 2014 Share Posted January 7, 2014 not sure about the physics but this looks pretty awsome: https://www.shadertoy.com/view/XdfGz8 Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
nate066 Posted January 7, 2014 Author Share Posted January 7, 2014 not sure about the physics but this looks pretty awsome: https://www.shadertoy.com/view/XdfGz8 Thats unity i was looking for a leadwerks solution Quote Link to comment Share on other sites More sharing options...
Guppy Posted January 7, 2014 Share Posted January 7, 2014 (edited) Thats unity i was looking for a leadwerks solution err what? it's just a shader running in webgl - slap it on an appropriately sized quad that's facing the camera and hey presto. to add dynamic light modify the shader to to also average the colors and add a point light at the center in that color - timing the intensity of the color to the animation. I don't really know how physics work in LE yet but the way I would to it would be to create a bounding/collision sphere and that "grows" each step of the animation and apply force to objects that collide with the sphere based on their distance to the center of the sphere. That way objects gets blown away at different rates depending on their mass NB: I'm very new to LE, this is just how I would solve the problem in a homegrown engine - you may not be able to do it in LE but I rather think you can. Edited January 7, 2014 by Guppy Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Admin Posted January 7, 2014 Share Posted January 7, 2014 Use a one-shot particle emitter + ForEachEntityInAABBDo to apply a force to every object within the explosion radius. You can also do animated particles if you wish. 1 Quote Link to comment Share on other sites More sharing options...
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