by ikam » Tuesday, 01.July 2014, 09:47
Nothing really defined yet. I'm more on doing some test to show how all interacts.
What is great is that actual wz particle system can be binded to physx, it is exactly what I've done in the previous example. This allow to easily use classsic renderer like sprites, debris, marchingcubes... and the possibility to stack with others particles operators.
In the physx lib there is no provided emiters, only the managment of colliding particles with the physx world.
I could create dedicated emiters, but I'm thinking that it should be great to use wz actual existing ones (like ballistic...). I will do some test for that, else I will create new emitters.
I could get on input a wz particle operator and bind it to physx. It will result no more the original particle animation, but the physx simulation from original initial particles positions (and adding to this physx particles properties like gravity, forces, etc...). It is possible to add forces to particles, this is how particles are traveling by themselves over the world.
the main challenge for me now, is how to properly bind a physx operator with particle operators, I used a system of target as you can see, but it's not working correctly yet...