I’m making a game that would benefit from having objects explode in the fashion of segmenting, and then shooting those segments off into all directions, such as how the quick-effects does it, or how you add an array of cubes and render a wind force in the middle that pushes the cubes out in all directions at a very high velocity.
I’ve seen a-lot of answers about explosion-based effects being made from a particle expanding and fading, but that is for a thermal explosion, this is more of a pressure-based explosion, in a non-realistic environment.
if you want “wind” then apply forces into the same direction. If you want “explosion” apply forces away from the center.
That is what the described methods are doing. You expand a mesh. while it expands it collides with objects. Collision with objects create forces -> the desired effect.
As all the little objects would just slow processing time, you apply the forces to a few objects and “fake” the dust with animations.
Be aware … it is entertainment … it just needs to look like an explosion ;).
A split version, this is made up of parts of the original, cut up.
had some logic on the original so that it will add the split version from a hidden layer, while deleting itself.
Have the split version add a short lived static object (invisible) in the middle of itself. The parts will fly outwards.
Hmmm… seems like a good subject for a tutorial, I’ll post one today.