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Till now, explosions have always been perfectly round circles. I changed this to somewhat more rough and natural looking shapes, still circular but with a lot of random in it. The bigger the explosions, the spikier the shape. Shapes that have been dug free are more smooth, more circle-shaped.
This entry was posted on Monday, August 1st, 2011 at 12:40 and is filed under Development. You can follow any responses to this entry through the RSS 2.0 feed. You can skip to the end and leave a response. Pinging is currently not allowed.
Hm, random thought: Could we align those polygons at real material edges somehow? That would be another solution for random pixels remaining…
I think one could do a lot of cool stuff with the possibility to subtract polygon shapes (that is what it is now) from the landscape. For example, certain materials might be harder to blast through than others which alters the shape of the actual explosion etc. Your idea is also cool, but probably it should “snap to” the actual material edges if the explosion edge is near it, not “be at” those.
Well, stricly speaking, right now there’s no reason to use polygons. One could simply generate a number of points, let them snap to edges, and then use a limited pathfinding algorithm between the points. But okay, that might be a bit too much work 🙂
Hmmm. Would it be viable to approximate a circle with N points, randomly move them a bit, raycast lines from center to the point, considering material hardness and stop raycasting once strength of ray reaches 0?
Subdividing the explosion polygon and making edges more rough could also look nice.
who updates the blog, because it would be nice to know when changes are made to the build.
@Certain someone:
Yes something like this happens already, only without the calculation of a “ray strength”.
@Walloping:
Changes to what build? If a new stable version comes out, it can normally be seen here. For development builds, see hg.openclonk.org (or http://www.openclonk.org/nightly-builds/)