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1383548 Posts in 66151 Topics- by 58584 Members - Latest Member: sunainsinha

October 21, 2020, 08:02:13 PM

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TIGSource ForumsDeveloperArt (Moderator: JWK5)Making Explosions
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Author Topic: Making Explosions  (Read 122 times)
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« on: October 12, 2020, 10:12:17 AM »

My game lacks cool explosions and I feel like this could be an area where I could make a lot of improvements. Currently I tend to just layer what I have, so in the end it's quite costly for performance. If I had cooler explosions, I could get away with less particles.

I've made quite a lot of explosions myself using the really old cinema 4d 8.5, but they don't really look that great + take ages to render. I've looked into Blender, but I did not manage to create anything worth using. Might just need to invest a lot more time to get the hang of it.

Are there any cool tools that you know of or use to make explosions?

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« Reply #1 on: October 16, 2020, 06:41:16 PM »

The particle system in Unity is super robust. There's a script to render those frames to a png sequence. I haven't tried it yet myself but I sure as hell will.

Plus the particle system is really fun to play with.

Oh god make it stop.
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« Reply #2 on: October 17, 2020, 05:09:46 AM »

i always make effects using only code, without animating anything outside of Unity.
rocket exhausts, waves, smoke, trails or explosions, 2d or 3d, it always looks cool.
but i do abstract cartoony graphics... for realistic graphics i don't know.

if you aren't doing it already, you can use object pooling to improve performance.
reuse the particles instead of destroying them and creating new ones every time.
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