I'm looking for a little bit of community input regarding this.
My team wants to make an enemy in a game that is basically a swarm of nanites or small robots. It is pretty simple in that is attacks you by making contact with you. Currently we could just take the standard pipeline and make them, and their animations in a 3D program and import them to UDK.
But we want them to be interesting. I've seen videos (like this: http://www.youtube.com/watch?v=bw4bTerz96g) and projects with dynamic particle systems that react to the environment, like sparks bouncing off metal. We want this enemy to explode and have the small bots bounce off the floor and walls or even have them react to shots from a gun. Using a basic particle emitter, I can apply an orbit to our particles which achieves an almost perfect "swarm" look. However, this orbit seems to override the ability to apply collision. Collision is not critical because pathing should stop enemies from hitting walls, but it would be nice to play around with. Is it also possible to use an event receiver to suddenly cause the particles to abandon the orbit, apply physics and a negative Z velocity, causing them to drop to the ground?
Rather then try to pour over the many resources out there, I thought I would turn to the experts. Is it possible to do this? What is the best way to approach it? Would it be too resource heavy? Thanks in advance.
My team wants to make an enemy in a game that is basically a swarm of nanites or small robots. It is pretty simple in that is attacks you by making contact with you. Currently we could just take the standard pipeline and make them, and their animations in a 3D program and import them to UDK.
But we want them to be interesting. I've seen videos (like this: http://www.youtube.com/watch?v=bw4bTerz96g) and projects with dynamic particle systems that react to the environment, like sparks bouncing off metal. We want this enemy to explode and have the small bots bounce off the floor and walls or even have them react to shots from a gun. Using a basic particle emitter, I can apply an orbit to our particles which achieves an almost perfect "swarm" look. However, this orbit seems to override the ability to apply collision. Collision is not critical because pathing should stop enemies from hitting walls, but it would be nice to play around with. Is it also possible to use an event receiver to suddenly cause the particles to abandon the orbit, apply physics and a negative Z velocity, causing them to drop to the ground?
Rather then try to pour over the many resources out there, I thought I would turn to the experts. Is it possible to do this? What is the best way to approach it? Would it be too resource heavy? Thanks in advance.
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