Particle effect like collision effect by chillingo - iphone

Chillingo launch a new game name "collision effect" attach is the image of the game any one know how to create this effect. i think it's collision by particles how to create this using cocos2D?

By programming it yourself.
This isn't supported by the particle system in cocos2d. You need a particle system where particles can attract or deflect each other, or even a particle system where you can apply physics or other movement logic to individual particles. Cocos2d doesn't give you control over individual particles.
You could create this with sprite-batched sprites but this won't be efficient or fast. Usually such systems are implemented at the lowest level, meaning custom OpenGL drawing, perhaps optimized with shaders.

Related

2D Sprites in Isometric 3D Unity Project

The project works under a isometric orthographic camera, in a 3d space using 2d sprites.
What we are using are billboarding sprites into 3D colliders to archieve the 3d feeling.
The problem is that we don't really believe the way we are doing it it's the most optimal. We are also having problems introducing high areas, because we need to reply the sprite form in isometric perspective as colliders.
Because we are using 3D world, the tilemaps tools conflicts with the other vertical sprites.
We can not use a entire 2d floor billboarding sprite because that suposes to have a huge vertical sprite in front of the camera, so we can not display the others.
We are just researching for a solution before to change to a 2D world.
If you plan on sticking with isometric in 3D, get rid of the tilemaps entirely. They are just going to give you a headache and make your game lag itself to death. If you want to convert to entirely 2D isometric, you can stick with them as they would work fine. Now, a few comparisons between the 2D and 3D approaches, and how best to approach them. This is a jumbled list of drawbacks/advantages to each type, so it's more of a ramble after this point than an answer, but I couldn't be more specific without knowing more about your project's overall requirements and specifications.
Unity recently added Isometric Tilemapping as a dedicated feature. So, if you choose to fake it with 2D, your life will be a lot easier.
Controls are a lot easier in 3D, as the physics won't ever have to be
faked.
3D allows foreground objects to automatically cover up background
objects without having to add an arbitrary system to achieve the same
effect.
2D is fundamentally faster than 3D, and if you're aiming for mobile,
that's going to be very important to your project's success.
3D allows you to rotate your camera if you design it right. (Check out Don't Starve Together for an example of this design).

Unity Make 2 Particle Systems Collide

I've done some research and it seems the consensus is that two particle systems can't collide in unity.
Is there a creative work around or solution to have the effect of having two particle systems collide? I want it to behave like two "streams of water" colliding where each stream is a particle emitter. I can't think of a great solution besides making my own particle emitter, but even then it would be hard to mimic Unity's particle system behavior. I feel like there has to be a way to make that effect though.
Any ideas appreciated, thanks
Create a GameObject--the emitter--that spawns other GameObjects--the water particles--that have Rigidbody/Rigidbody2D and appropriate Collider components. The exact components you will need will depend on the shape of the spawned object.
To avoid performance loss related to instantiating and destroying many objects, you may want to use object pooling for the water particle GameObjects.
In these water particle GameObjects you'll want to implement OnCollisionEnter or OnCollisionEnter2D to handle the interaction between them. You can check for whether the collision is with another water particle inside of OnCollisionEnter*, and interact appropriately.

Feasibilty/efficieny of using 3D models for a 2D game

I've been using Unity3D for a while now and I've also had experience coding 2D games using LibGdx.
In the past, I used to get my sprites off the net or make my own however that wasn't really the best way to do things since I'm more of a programmer and would sometimes need very specific things and so I've started to learn blender and I'm actually enjoying it atm.
What I want to know is how much of an overhead is it if you're using 3D models for a 2D game? Especially if you want to port it to mobile?
The overhead is significant for rendering since with a basic sprite, you have 6 vertices (2 tris to make a quad) while a 3d model can have hundreds of thousands of vertices.
The advantage on the other hand is that animations are made of sprites, so your texture amount and size may increase. In 3D, an animation is a text file so fairly light.
The physics is simplified in 2D since you can do surface collision while 3D requires volume collision and obviously checking an extra dimension is more expensive.
There are probably other considerations but those are the first coming in mind.
Now, the choice of 3D over 2D should be simply based on what you are trying to achieve. Side scrolling games like Angry Birds do not need 3D. Games like Taichi Panda are better with 3D despite being a 2D game (only x and z camera movement I think).
A FPS game should only be done in 3D or it will look like Duke Nukem.

Creating an explode particle system in SceneKit

I want to create an explosion particle system, but I'm not sure how can I do it. I was thinking create a fire particle system with emitter shape being an Sphere and after that just increasing sphere radius, but I don't know how can I animate it's size. Does anyone tell me how can I do that? Or does anyone have a better idea?
Emitter systems for particles are setting initial particle directions, and the rate they'll move at. That's generally how a visual representation of an explosion is created.
So rather than increasing the size of the emitter source to present an explosion, the dissemination of the particles in an outward direction creates the appearance of an explosion.
You're not limited to one batch of particles, nor one type of particles, nor just one emitter. The best explosions are a highly complex layering of different particle types with different textures, coming from different emitters at differing rates, with differing rates of decay, spin rates, colour changes and falloff in both transparency and movement speed.
Making a truly great looking explosion is a real art form and will often take a good designer days to do with a GUI and constant real time playback, especially when trying to minimise the use of textures, quads, blends, fillrate and physics.
Here's a video from Unreal Engine, wherein similar concepts and qualities as what's available in Scene Kit are used to teach the terminology. It's not a 1:1 parallel with the Scene Kit particle engine, but it's probably the best combination of visuals and simplistic explanations to help you rapidly understand what is possible and how to do it with particles.
//caveat: Unreal Engine probably has the best real time particle engine in the world at the moment, so it's a little more advanced than what's in Scene Kit.
But...the principles are essentially the same:
https://www.youtube.com/watch?v=OXK2Xbd7D9w

Detecting when SKEmitterNode particle makes contact with another SKNode

Does anyone know how I can detect when an SKEmitterNode particle makes contact with a SKNode in the SKScene?
I want to apply a little force to the SKNode when a particle makes contact with it for a 2D game I'm creating.
You can't. You can't get the location, size and other properties of individual particles.
The essence of a particle system is that its particles are minimalistic and under full control of the particle system. Hence you don't normally get any access to individual particles in a game engine, mainly because it wouldn't make sense to do so.
There can be specialized particle emitters built on regular sprites where you have access to particles and where particles can have physics bodies. Solutions exist for other engines but I'm not aware of one that works with Sprite Kit. These are always slower than regular particle emitters, especially with physics enabled, forcing you to use a lot less particles to begin with.