Welcome, Guest
Want to take part in these discussions? Sign in if you have an account, or apply for one below
-
- CommentAuthorTheSmileMan
- CommentTimeMar 20th 2011
I have been working with flint for a short while and really enjoy a number of thing about it. I have run into the issue with controlling my emitters. I find that I keep having to write my own code to duplicate features which already exist for particles. For example if I have an explosion which I want to have an emitter for the trail then a number of emitters for debris flying off it I make a disk ring explosion, then make them follow gravity and drag. It seems like other people must have thought of this before right? Am I doing too much work here? Is there any way to have emitters created by flint in the same way particles are created? Thanks! -
- CommentAuthorRichard
- CommentTimeMar 22nd 2011
In the firework display example, I implement the rockets by creating the trail particle and creating the explosion emitter at the trail particle's location when the particle dies. That's just one option for this sort of thing. You might also try implementing something like the FollowMouse activity, but have the emitter follow a particle instead. -
- CommentAuthorTheSmileMan
- CommentTimeMar 22nd 2011
Thanks for your comments richard. I feel stupid because I looked at that examples a fair bit and I somehow didn't even see the 3D ones. This looks like it will be very helpful. Thanks!
1 to 3 of 3
