Rain with Baked Collisions (Super Performant)

Rain system with baked collisions


More info

This means instead of raycasting for every new rain drop, it will create a huge grid over the map and do a spherecast (based on the particle size) from each grid position and store the distance to the ground. Then, every second I can get the closest grid positions to create rain and the distance of the raycast is already stored. This allows to have super dense/heavy rain without much performance loss besides slight load time upon start.

I’m super proud of how this came out!


Video of rain in action:

The rain in the video without any lighting effects:

Rain with lower height and particle emitter attachments visible:


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