Turgon
Member
I'm making an isometric game right now, and am wondering if anyone has found a way to draw particles at their current isometric depth within the same particle system?
E.g. when a bullet hits a wall it creates a number of particles on impact. The problem is that the created particles ignore isometric depth (depth = -y / 10000) since they are drawn at the particle system's depth.
I have thought of a few possible solutions so far but none seem ideal:
1) Change the particle system's depth on each impact to match the correct depth. This would draw the latest impact at the right depth, however any particles still in the process of drawing would jump depths which ruins the effect.
2) Create a separate object and particle system for every impact, which is then destroyed once the particles are complete. This way each set of particles could be drawn at the correct depth, however intuitively it seems like this would be a big drag on system resources? Memory, etc. Since there are often multiple different particle effects being created per second in the game.
3) Ditch the particle system and switch to individual objects/sprites. This would be the most versatile but also the most resource expensive by far due to the quantity of desired particles, to the point of being impractical.
4) Your idea here!
E.g. when a bullet hits a wall it creates a number of particles on impact. The problem is that the created particles ignore isometric depth (depth = -y / 10000) since they are drawn at the particle system's depth.
I have thought of a few possible solutions so far but none seem ideal:
1) Change the particle system's depth on each impact to match the correct depth. This would draw the latest impact at the right depth, however any particles still in the process of drawing would jump depths which ruins the effect.
2) Create a separate object and particle system for every impact, which is then destroyed once the particles are complete. This way each set of particles could be drawn at the correct depth, however intuitively it seems like this would be a big drag on system resources? Memory, etc. Since there are often multiple different particle effects being created per second in the game.
3) Ditch the particle system and switch to individual objects/sprites. This would be the most versatile but also the most resource expensive by far due to the quantity of desired particles, to the point of being impractical.
4) Your idea here!