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Hello, I'm designing my own particle System engine, this is for learning purposes, I don't really want to use an existing engine.
Right now I generated beautiful particles, but I want to layout the engine to make it easier to work with them.
I have been...
Started by Mr.Gando on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
You'll want to only have the bare essentials so you only have that handles the creation and updating of... .
What I hope you're thinking about is what data will make up a particle that will be in the particle class.
This set-up should be fine.
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Hello,
I am building a WPF application and I want its background to be filled with particles with random:
Opacity/z-order Size Velocity " Fuzziness " (blur effect) Directions (or path) I've found a really good example of what I'd like it to be, but unfortunately...
Started by ZogStriP on
, 10 posts
by 9 people.
Answer Snippets (Read the full thread at stackoverflow):
You can't afford this memory, once a particle is no longer on the screen either free up it's memory (probably not going to work because of GC) or reposition that particle....
You see every time you create a new particle your taking up memory.
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It is said that it takes a particle accelerator the size of a milky way to probe the planck length. But with the resources available in the universe and with other billions year A.D. civilizations out there existing. What if they had created one already...
Started by waterfall on
, 6 posts
by 5 people.
Answer Snippets (Read the full thread at physicsforums):
I highly doubt there is a galaxy size particle accelerator out there because it would Posted by eXmag you don't need a ....
You don't need a galaxy size particle accelerator to probe anything at all nor do we need one on earth.
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Ask your Facebook Friends
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I have a simple particle effect in OpenGL using GL_POINTS. The following is called, being passed particles in order from the particle furthest from the camera first to the one nearest the camera last:
void draw_particle(particle* part) { /* The following...
Started by ICR on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
This way you are sure to get scene interaction....
If your particules are already sorted you can render like this :
Render particule with GL WRITE DEPTH but no depth testing (I don't remember exactly the constants) Render the rest of the scene with depth test .
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Ok,I recently eliminated SA Folder with his registry key,so I could reinstall it perfectly.I made a backup and I modded hydra with f16.Now it comes strange thing.Before the uninstall,I had afterburner on mah plane and I didn't see normal particle effect...
Answer Snippets (Read the full thread at gtaforums):
Sorry,but here@)
else_jump @RAB_175
if
6@ == 0
else_jump @RAB_151
0650: destroy_particle 1@
066B: 1@ = attach_particle "AFTERBURNER" to_car 0@ with_offset....
CODE 0650: destroy_particle 177@
Opcode Search comes in handy in these cases.
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Jass: library Particle /* v1.0.0.0 * * Unit for spell effects * * Thanks to Vexorian for dummy.mdx * * * */ uses /* * * */ optional UnitIndexer /* hiveworkshop.com/forums/jass-functions-413/unit-indexer-172090/ * * * SETTINGS */ globals constant integer...
Started by Nestharus on
, 15 posts
by 6 people.
Answer Snippets (Read the full thread at hiveworkshop):
Jass: method operator red = takes integer v returns....
Where do i find the LUA script that generates the particle object I didn't write an Lua script adding item abilities is better because that increases load time and increases map file size.
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I've seen that a lot of you like to make animations with turing, so here's a little tutorial on how you can incorporate a particle system into your animations. you could use it to make rain, snow,smoke,etc
here's the steps to creating a particle system...
Started by Homer_simpson on
, 13 posts
by 8 people.
Answer Snippets (Read the full thread at compsci):
MaxParticles of Particle_Type %declare array of type that you've made
proc renewp (i : int, x, y, vx, vy
var smokeX := 50
var smokeWidth....
Particle_Type : %declare type
record
x, y, vx, vy : real
end record
var Particles : array 1 ..
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Hello!
I'm making a very small eye-candy-thing because it's vacation!
I have about 10 entities on screen at all times, and all of them need several emitters. The problem is that my entities die in a matter of 1 second or less, and then a new one gets ...
Started by Mads on
, 14 posts
by 7 people.
Answer Snippets (Read the full thread at java-gaming):
The question....
Http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=19 Quote the emitters together with the entity..
Is there anywhere to learn this sort of stuff?
There are alot of tutorials on Particle Systems a basic particle system.
Meant.
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Hi all,
I'm looking at buying doors for my house that I'm currently building.
We're looking at oak doors and there are 2 main types (apart from actual real solid oak doors which are super expensive):
Oak Veneer over a solid wood core
Oak Veneer over a...
Started by deadl0ck on
, 13 posts
by 6 people.
Answer Snippets (Read the full thread at boards):
Any truth in this....
Will be needed or if you can pack your frames to suit the nearest door size
80x32 inches
78x30
78x28
78x26 reckons that the "particle core" type engineered door is more flame resistant than the wood core engineered door.
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So I have been goofing around with particles for a while. I made a simple system in regular java 2D and then redid the system in openGL using LWJGL.
Its 2D not 3D as the original was only 2D.
I am using the fixed function pipeline (glBegin glEnd )
I can...
Started by Waterwolf on
, 22 posts
by 9 people.
Answer Snippets (Read the full thread at java-gaming):
You would do on one machine, and another one renders... .
U can use point spirits, which means u upload only a single vertex per particle.
Once thats done, I create.
4 * 3 = 12.
That each particle will have 4 points each point has 3 coordinates.
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