#(JustinS) Particle wave over surface?

37 messages · Page 1 of 1 (latest)

languid spindle
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Hello again. I'm trying to find out how to make this wave of dust/wind that appears right over the surface after an explosion.

spice oarBOT
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(JustinS) Particle wave over surface?

spice oarBOT
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Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.

languid spindle
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see gif for reference

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basically that initial wave over the surface, is what I want to make using some particles

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I haven't tried anything so far because I have no idea how to approach this. Spawning particles in an increasing radius is pretty easy, but how do I make sure the particles climb over the surface properly? The individual particle would probably have to stop when approaching a barrier higher than 1.5 blocks to make it kinda realistic

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and probably as well for a 2 block drop in height

vestal tulip
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this might help:

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!t locationtag.flood_fill

prisma nimbusBOT
# vestal tulip !t locationtag.flood_fill

Returns the set of all blocks, starting at the given location,
that can be directly reached in a way that only travels through blocks of the same type as the starting block.
For example, if starting at an air block inside an enclosed building, this will return all air blocks inside the building (but none outside, and no non-air blocks).
As another example, if starting on a block of iron_ore in the ground, this will find all other blocks of iron ore that are part of the same vein.
This will not t...

Group

world

Returns

ListTag(LocationTag)

languid spindle
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hm interesting

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I guess that would work if it's in a perfect grass biome

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But I'll be using this a lot in deserts too, and other weird worlds with varying substrates where it's not always 1 unique top layer on the surface, so I guess then that might not work?

languid spindle
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Maybe I should just spawn a few invisible npcs and make them pathfind in the directions away from the origin at high speed, and have particles follow them

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npc's automatically walk up blocks I believe. So, I can also check when their velocity is 0, then remove them

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extremely cursed, I hope there's a better way

languid spindle
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bump 😦 This seems too difficult, but it would look so sick

elfin parcel
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!t location.highest

prisma nimbusBOT
elfin parcel
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if i understood what you want correctly, you should be able to use this

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ooooohhhh nvm ceilings

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well why not build a logic with .above and .below?

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like,
-> with flood_fill, "spread" the particles
-> check if <[particle].points_between[<[particle].above[1.5]>].distance[0.1]> are all air, to check for a "wall"
-> check if .below is accessible too, as to make the wave follow the ground even downward like a real shockwave

elfin parcel
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my oh my i forgot you like to be pinged @languid spindle

languid spindle
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particles aren't entities

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afaik

elfin parcel
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flood fill returns locations so that'd be it

elfin parcel
languid spindle
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Material*

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And flood fill requires a material

elfin parcel
languid spindle
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way too difficult