|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000153||OpenClonk||Engine||public||2010-02-18 21:22||2015-09-30 01:11|
|Target Version||Fixed in Version|
|Summary||0000153: Explosions rework|
|Description||Explosions (Explode()) are currently very simple. Since they're once of the more "cool" effects that people usually like, I think we could improve explosions a bit:|
Several rays are cast from the explosion center in all direction. A ray "blasts" material on its way. How fast a ray can travel depends on the material density. So a flint could blast through large amounts of sand, but only little amounts of granite. If a flint is thrown against an unbreakable wall, nothing is blasted behind it.
The rays could communicate a bit, so when all rays but one are blocked (flint in a corner), the remaining ray gets stronger ("building a cannon hole").
The same rays could be used to fling objects, so you don't get damaged by a flint that hit behind a wall.
|Tags||No tags attached.|
|Anything new on this?|
|2010-02-18 21:22||Sven2||New Issue|
|2010-02-18 21:22||Sven2||Status||new => assigned|
|2010-02-18 21:22||Sven2||Assigned To||=> Sven2|
|2010-02-19 11:23||Newton||Priority||normal => low|
|2013-01-13 14:50||Newton||Severity||minor => feature|
|2013-01-13 14:50||Newton||OS||Windows =>|
|2013-01-13 14:50||Newton||Platform||Visual C++ 2008 =>|
|2014-02-22 17:01||Newton||Relationship added||related to 0001039|
|2014-04-08 14:50||Clonkonaut||Note Added: 0002998|
|2015-09-27 20:56||Sven2||Assigned To||Sven2 =>|
|2015-09-30 01:11||Sven2||Status||assigned => acknowledged|