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
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