What is the best and easiest way to add particles using Bullet Physics?
By Particles, I mean, objects considered as point shapes with some radius (spheres) and should collide with other rigidBody, but will take much less CPU than spheres.
Let me know if there are any previous attempts or some initial ideas which can help me.
I already say SPH demo but it seems to be bit complicated and not fully integrated into bullet.
Particle system in explosions
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Re: Particle system in explosions
Massive particle systems must be GPU-assisted. Bullet does not appear to be well suited for this but I expect using the OpenCL broadphase to change the picture significantly.
For "gameplay particles" (tens of particles per-emitter) I have successfully experimented animating them using Bullet, albeit I disabled inter-particle collisions by using an ad-hoc collision mask. They work just fine. The performance is still being investigated but so far it appears it will meet my requirements.
My particle objects are actually spheres, about 10cm in radius if memory serves.
For "gameplay particles" (tens of particles per-emitter) I have successfully experimented animating them using Bullet, albeit I disabled inter-particle collisions by using an ad-hoc collision mask. They work just fine. The performance is still being investigated but so far it appears it will meet my requirements.
My particle objects are actually spheres, about 10cm in radius if memory serves.