What do I want to achieve?
I am working on a game that involves projectiles/attacks that have a blast/explosion upon impact. I was inspired by games like Elemental Battlegrounds to use a group of MeshParts to represent the blasts instead of ParticleEmitters. For the most part, I am every satisfied with the results.
What is the issue / What solutions have I tried?
For my game, there will be an attack with a purposefully very very very large explosion. I’ve attached the clip below so you can get an idea of what it will look like (though it is not the final product).
For the intents and purposes of my game, this you see in this clip blast still feels too small. There isn’t much I can do in this regard as MeshParts (like other parts) have a size limit of 2048x2048x2048.
I’ve thought of using SpecialMeshes parented to Parts to overcome the size limitations. However, I run into the issue of the blast becoming completely invisible if you’re too close to ground zero of the blast (which is something that may inevitably happen in my game). This happens because, unlike MeshParts, SpecialMeshes don’t have the DoubleSided property.
Basically what I’m saying is…
Does anyone have any suggestions for a work-around where:
- the size of the blast’s meshes aren’t confined to the 2048x2048x2048 size limit
- the meshes of the blast are visible inside and outside
Any suggestions are greatly appreciated : D