Community Challenge #2: Explosions! šŸ’„

Working on ā€œDebrisā€ - easier emitter for physics based objects :smiley:

explosion

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It was super fun to make! :star_struck:

My entry is Defold Debris:

This is an example project on how to use built-in components and physics to achieve nice effects :wink:
Additionally, you have a debris Lua module, if you want to spawn objects like me in this example. Everything made with built-in Defold components and Kenney assets :wink:
Explosion particlefx is made out of a single image (a white circle dot 128x128 drawn in paint).

Play it on Itch: Defold Debris by paweljarosz
Source on Github: GitHub - paweljarosz/defold-debris: Example on how to utilise Defold built-in components to create explosions and debris like physics-based objects. Ā· GitHub

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This was fun!

I made a simple derivative of Missile Command to demo the explosions.

Play the demo - https://6689244e4250ed862e5872f6--chipper-speculoos-2f9e45.netlify.app/

Grab the source - GitHub - benjames-171/explosion-demo Ā· GitHub

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sp010

When I saw this Community Challenge I can’t help but post my own version of explosion which I’m using right now in my game. I made it using a combination of flipbook animations, physics stuff, particles and timed screen shakes.

The GIF above does not give it much justice but it looks and ā€œfeelsā€ so much better with sounds in the actual game.

I gotta say, I had fun doing it in Defold! :smiley:

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Congrats! Explosions!
Defold’s particle feature is one of the great inventions.

Grab the source

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Suggestion for next community challenge: do something with compute shader :slight_smile:

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Ok. I made something… interestingly @selimanac I was going to use compute shaders for this, since I think its more suited (I didnt, went the easy slow way :slight_smile: ). Anyway, video and source provided.


https://github.com/dlannan/defold-explosion

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What a big bada boom :slight_smile: I’d love to compare the performance differences between this and a compute shader one.
I have no idea how to use compute shaders at all, but I’m planning to start learning the basics. This is why I suggested this subject. Also, this might encourage people to test the technical preview stuff.

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Id expect a compute one to be substantially better. This has 20,000 go’s in it :slight_smile: .. it would work even better with 20,000 meshes instead (ie, I was lazy :slight_smile: ). With compute (looking at it now) it looks like I could offload all the particle processing, and I think I could potentially use it for live mesh generation. Not sure. Will update if I get something going. Thanks for suggesting btw.

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I’m planning to do an example or a tutorial on how to use compute for something like this, but maybe someone else gets there first :slight_smile:

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Still, it is surprising to see how well Defold is crafted. it literally iterates over 20k items in a loop. Yes, the result is not suitable for production, but it’s good to know the limits.

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If you can find some spare time, please do. Even a simple math example would be a good starting point for me.

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I think I have a compute shader running. Need to get the texture into a render output now. Have a look in the above repo (defold-explosion) and look for assets/compute and the additions in main/default.render_script. Will hopefully render the particles with it tomorrow.

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About time to announce the results! And a next challenge I hope! :sweat_smile:

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Yes, sorry about the delay. Vacation and some other things have come in the way of this. You can expect the results to be announced this week!

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Thank you to everyone who participated in the challenge. I hope everyone enjoyed it and learned something new along the way! There were several great contributions but in the end we decided to award the following three contributions a Steam Gift Card:

Shooting Circles

by @Insality

Very nice looking explosions, and a very impressive game too!

Play: Shooting Circles 0.0.1
Source: GitHub - Insality/shooting_circles: Defold ECS game example Ā· GitHub
Post mortem: Shooting Circles - Defold ECS game example

Missile Commander

by @benjames171

Nice chunky retro style explosions w. debris. Baked into a nice little Missile Commander game to really show off the explosions.

Source: GitHub - benjames-171/explosion-demo Ā· GitHub
Demo: https://6689244e4250ed862e5872f6--chipper-speculoos-2f9e45.netlify.app/

Explosions

by @NaakkaDev

Excellent remake of the original explosions. The demo also contains two other explosion styles.

Demo: https://temeez.github.io/defold-community-challenges/
Source: https://github.com/Temeez/defold-community-challenges


@Insality, @benjames171 and @NaakkaDev please ping me in a PM to arrange for transfer of your gift cards.

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Yay, amazing! Thanks for the challenge and to every participant who joined in :tada:

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Yes, it was very interesting to see what everyone came up with!

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Wow. I just played shooting Circles and that thing feels great. Nice Job.

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@jhonny.goransson - I updated and got a compute shader working and passed the output into a fullscreen render. Something does not feel right about it though. Will have a look later, thought you might be interested:

https://github.com/dlannan/defold-explosion

The texture is a data texture showing the pos and vel in that texture.

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