Yeah I found the constraints now, for some reason I failed to notice those this afternoon. I cannot find where they are actually checked in the code though. I guess that is probably done inside the particle library. At the moment I still have not found a way to get a handle on the collision information without just simulating it externally, but that still seems like a less than optimal way to go about this.
On Sat, Jul 12, 2008 at 8:34 PM, Tom Edwards <[EMAIL PROTECTED]> wrote: > You can apply a constraint to make particles collide with the world, but > whether you'll be able to detect where they land is anyone's guess. > > Leon Oskam wrote: > > Hi, > > > > I am currently toying with some effects with the new particle system and > one > > of the things I'd like to do is try to have particles that can interact > with > > the world geometry (i.e. leave surface marks or something like that). My > > problem at the moment is in trying to establish a reliable and fast way > to > > obtain the location where particles are hitting a ceiling/wall/floor. Is > > there any way to check whether particles are colliding against the world? > I > > couldn't find any obvious references to something like that anywhere in > the > > code and from the looks of it particles clip clean through any world > > geometry so I guess maybe there isn't. I'm only interested in obtaining a > > vague area so I have no intention of establishing this for every single > > particle or anything, and I would only be using it on fairly focused > systems > > (i.e. where most particles go more or less towards the same point, not > ones > > where they spray in all directions). > > > > My "hacky" theoretical solutions to this would be either using traces or > a > > temporary invisbile client projectile that follows more or less the same > > path as the particle system trajectory but neither of those seem like > > particularly fool proof and robust solutions. Is there a better way to do > > this? I'd appreciate any pointers or thoughts on this. Cheers, > > > > -Leon > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

