New ParticleWorks Update!

Miscellaneous Forums/Blitz Showcase/New ParticleWorks Update!

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

This is really good!

Thank you!

Prost

Wulde

Is this single surface? Sounds good :)

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).

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

Sorry but i 'm engine is base on sprite . . .

OOps, somebody mislead me then ;) Sorry about that Eole.

Excellent Work Jocelyn...

The demo is verrry coool, I'm looking at the code and docs now...

the effects are great...


... Thanks

--Mike