I was thinking today about ways to create an explosion in a game. But moreover, I'm trying to stylize this to look like something around the turn of the century, plus or minus a few years. (It's just a thought at this time, but that's the sort of target I'm aiming for.)
I've looked at explosions from a few games around this era. The one that looks the most like what I would want to achieve are the explosions in Goldeneye on the Nintendo 64. They are beautiful, they are firey, and they have volume. You can view them from any angle and you see this magnificent volume of burning destruction. And then they leave these thick clouds in their wake that take a long time to dissipate. (I remember even using them as cover in multiplayer matches.)
When the game was new, I had thought the explosions were made with a series of meshes, overlapping each other and animating in a very controlled manner. One thing in particular that led me to believe this was when I was looking at the smoke, and one time I saw polygonal edges, suggesting to me that it was made out of a bunch of meshes with slight transparencies, all stacked on top of each other and deforming in a manner to simulate smoke. And for some reason I thought the explosions were doing basically the same thing.
Today I was looking at some videos, carefully pausing and examining the images, and I see more tell-tale signs of sprites. When they bleed through a wall, they always cut through at a perpendicular angle. The edges fade a bit into wisps, and that would be hard to do as a mesh without either some advanced shader effects or some exceedingly high poly counts.
But when I think about the logistics of playing a large volume of animated sprites, what I see doesn't quite match what I would expect. I don't see repeating patterns from repeating sprites. If the explosion is viewed from above, I don't see edges of sprites in the middle, but it looks like the same wall of fire seen from other angles.
If this were truly made from a series of animated sprites, it would need to be running a massive collection of different animations in a very high quantity, which I would have a hard time imagining the Nintendo 64 being able to pull off in the middle of an active game.
So one, I am curious about how Goldeneye specifically created their explosions.
Two, I am also just curious about how other games near the turn of the century did their explosions. A lot of games used animated sprites, but they would clip unnaturally with walls and surfaces. Some used animated meshes, but they lacked a realistic pattern and had very clear edges to the explosions. Are there any other good examples to study that show interesting ways to pull off more natural effects?