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Posted

I would create a particle emitter, because splashes are 3D. Create a new emiter for each footstep, and then delete after a while after pausing them first, so they don't vanish abruptly.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted
I would create a particle emitter, because splashes are 3D.

..arent quads 3D too?? Also, if you have documentary about Jurassic park, take a look how they did splash when T-rex walk over water..its Quad, camera aligned, with proper animated texture..

 

Posted

Sure, but then you need to program a bit more. Using already existing engine features is faster, if it's sufficient to do the job.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

Thanks. I saw a unity demo called boot camp ( I think) which showed this effect. Sounds a bit advanced though for my capability.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

I'd agree with NA. Animated quads are a very effective way of achieving special effects and are cheap to execute in LE. I've had over 60 running simultaneously with no noticeable reduction in frame rate.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

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