New ParticleWorks Update!
Community Forums/Showcase/New ParticleWorks Update!
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http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=gosse11052003065955&comments=no New update including: -Removed all entityclass$ checks and moved it to a boolean when the emitter is generated, giving a small speed update (1ms+ for 750 particles on a 1.4GHz) -Most properties are no longer inherited to the particle, it accesses it directly to the pointer, so if one has changed, it will affect the particle -PW_UpdateParticles() now returns the number of particles active -Added some precalculations to speed up processes, gained around 1ms again -Particles can now have a life spread, so they don't always have all the same life -Function calls changed: PW_SetEmitter() -Will no longer try to set a texture to the particle if none are set -Added 2 demos: one that shows how can you can change parameters at run time, without erasing and recreating new emitters and another one (that I find particularly cool) that shows custom meshes more clearly You know you need it! :P |
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This is really good! Thank you! Prost Wulde |
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Is this single surface? Sounds good :) |
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It is not single-surface. If you want a simple and powerful single-surface particle system, you better look for EPS2 (Eole's Particle System 2). It can't really be single-surface as it uses: custom meshes (that would be possible but..), animated textures, different alphas, etc etc. It would not be practical and efficient to be single-surface (and very hard to do on top of that). |
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Animated textures isn't too hard to implement, neither is different alphas. I'm not tryin to pick holes in your current system :) Single surface is alot faster. It's honestly not THAT much harder to do. :D Nice work tho |
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Sorry but i 'm engine is base on sprite . . . |
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OOps, somebody mislead me then ;) Sorry about that Eole. |
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Excellent Work Jocelyn... The demo is verrry coool, I'm looking at the code and docs now... the effects are great... ... Thanks --Mike |