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2

I think Polyboards would be the thing for you. If you can get yourself a copy of Mathematics for 3D Game Programming and Computer Graphics, there is a section dedicated to this technique in the book.


0

A small hack would be to set enemy to not visible on collision, and when the explosion finishes then remove it. But then you need to have a callback that is triggered when explosion finishes.


4

The particles themselves associated with a particular effect shouldn't be tied directly to the object. While there is never a 100% use-case scenario, this still applies to most situations. Your object itself shouldn't be managing the life-cycle of a particle effect, though it may be the instigator for spawning particular effects in the world. So, in your ...


1

Generally, quads can be replaced by triangles to save computational power. Since a quad is made of two triangles, you can simply make a bigger triangle that will encompass the whole particle texture (if any) and add it a transparency shader. You'll get an instant decrease of geometry computation by 50% compared to an all-quad system, for exactly the same ...



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