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- CommentAuthorLazorDildar
- CommentTimeJan 6th 2011 edited
I've been trying to create a falling sand genre game and as you know the action collide paired with gravity causes the particle to go into the one its colliding with.
Is there any way of getting around this?
---EDIT----
All i need now to get this on my own is to know if theres a way to set the acceleration of individual particles, currently they are being created through an emitter but i can change them to something else if necessary.
--Another Edit--
Still having trouble stopping the particles from falling on to each other, using a for loop with hitTestPoint and setting the y manually but it only stacks three pixels high before it overlaps.
--gave up :/-- -
- CommentAuthorLazorDildar
- CommentTimeJan 6th 2011 edited
Also if you dont mind, is there any way of getting the particles velocities?
---Solved this too :/ -
- CommentAuthorRichard
- CommentTimeJan 18th 2011
Sorry I wasn't around to answer.
Re: stopping particles when colliding - Flint's collision detection and resolution is fairly basic, caused by a need for good performance with large numbers of particles. The consequence is the falling through that you notice. Collisions are managed in a single action class so you may find the best way to solve your issues is to extend or rewrite the collide action.
Re: particle velocity - As you discovered, particles have velx and vely properties.
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