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Particle Questions; A noobish topic.
Topic Started: May 11 2009, 03:58 AM (251 Views)
skarik
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kitten eating scum
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I know this is kinda noobish - but how exactly should I be using particle systems? I mean, I've got a bunch of particle systems that all do the same thing. Should I just collapse all those into one particle system that I toggle on and off? Also, how high can I set the particle max?

I'm just asking, because I just found
Code:
 
GmnCollisionEventGetContactPoint()
and the amount of slowdown I'm having with these sparks is unbelievable. I didn't know I could slow my laptop down so fast.

Hmmm...I wonder if my dad will mind if I install JRE on his PC...then I could get an environment where I have 3dsmax and Game Maker open at the same time with no slowdown...he is playing Fallout 3 on his new laptop...dang I want decals on my laptop...
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ashrat3000
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u3d raytracer
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Hmm
Are you using a new particle system for each set of sparks?

You could combine those. I mean, I've got the particle max set to 30000 for my rain.
Just call ParticleSystemStep() and move the particle system. Then call it again, and you've got 2 particle systems with the speed of 1.
Well, sorta.


Also, higher res textures epicly slow down the game in particles.
Well, if there are a lot of them.


But, if you can afford it, use physics based sparks..
Looks like half life's sparks.
Which look good.


Edited by ashrat3000, May 11 2009, 04:08 AM.
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Bazza
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Forum God
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psuedo physics for sparks just raytracing for bounce direction and zgrav plus friction
My instinct is to hide in this barrel, like the wily fish.
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skarik
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kitten eating scum
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Cool, thanks guys. It works great, aside for my lame keep-upright constraint (it really acts like the one from Garry's Mod! ).
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