I was quite pleased with the final blast wave effect, a combination of simple expanding geometry and increasing light radius (with intensity as inverse square falloff) sells it. Almost all done in code and one texture file. There's a key that if present swaps out a destroyed model for another mesh to give a bit of control over the look of some objects, such as specials we might want to add later.
As fires die out it secondary smoke plumes are timed to spawn. I'm not using transparent smoke (although it's available), I don't think a 3D card has been built yet that could handle this scene with coloured smoke effects but when they do it would really give it some gravity. We'll keep that feature off-line for now. We'll add some notes to the vehicle database to govern secondary explosions and smoke quantities.
Impact craters from explosions now despawn after their allocated number has been reached.
Fixed some arming issues relating to ground height and AD had an interesting notion to link stores availability to the quantity of ammo crates laying around. It's a nice idea but I'm chewing over practical issues, campaign system should not have to do a stock take and count 3D world entities, it should be one way otherwise madness might ensue. But I like the idea of a visual representation of stores availability and it's no hardship to have an ammo crate flag a stores reduction at a base when it gets freed. So it could be made to work and keep me happy.
Ended the day working on more core simulation code (looking at the powertrain system again and getting numbers to test engine timing / temp functions).
|Smoking or non...oh wait.|