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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0000153 | OpenClonk | Engine | public | 2010-02-18 21:22 | 2015-09-30 01:11 | ||||||||
Reporter | Sven2 | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | feature | Reproducibility | N/A | ||||||||
Status | acknowledged | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
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. | ||||||||||||
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Clonkonaut (developer) 2014-04-08 14:50 |
Anything new on this? |
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Date Modified | Username | Field | Change |
---|---|---|---|
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 |