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I'd like the ability (as posted in 'square particles' ) to have something
like 'bricks' in a particle system, that would fall and tumble.
More definitive, the ability to attach meshes to each particle, and have
rotation part of the collision process. Collisions should be chooseable
from:
1) Simple (bounding sphere), no rotation
2) Medium - Bounding box, x/y/z rotations from bbox collision (bbox orients
as the object falls / twists)
3) Complex (mesh collision), without deformations - collisions would be
chooseable from inelastic to elastic
4) Have collision (elastic/inelastic) modifiable acording to some function;
possibly modifying the object as well.
4) would be hard, but the visual effect would be a large object falling, and
they 'crushing'
== John ==
"Tim Nikias" <Tim### [at] gmxde> wrote in message
news:3C0ADB1F.66DD2EB7@gmx.de...
> Hi there!
>
> Well, I am programming a particle system for POV-Ray and have designed
> in a fashion which makes
> almost anything customizable (when I'm speaking of design, I mean
> algorithms, it's text-based, like POV).
>
> Now, what I was wondering:
> What exactly should a particle system be able to handle? Not only do I
> want to see if I can cover the
> demands by checking if the macros can supply the needed basis for people
> to program the algorithms using
> the macros, but also, I think it would be great if one could have sort
> of a check-list to see, what one should
> think about to create an awesome particle system.
> Hope you get the idea...
>
> Well, I'll begin with something simple:
> Particle-Systems should definitely have some sort of Emitter, e.g.
> definable areas, in which the particles are born.
>
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