??? :-\Originally Posted by Psch
Hi,
just little notice - we did not posted anything in this topic for long, but we are discussing this topic via email.
We are converging to final decision in parameters for the particle systems and particles as a such, based on information mentioned in articles you gave us as reference.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
??? :-\Originally Posted by Psch
Ok,
I think those 4 heads mean "why is there no open discussion".
I have no problem with it.
So for now, I have current idea for types, abilities:
I think they are pretty self explanative.TYPE Particle
position AS tXYZ
speed AS tXYZ
rotation AS DOUBLE
rotSpeed AS DOUBLE
scale AS tXY
scalegrow AS tXYZ
texture AS LONG
color AS RGB
alpha AS BYTE
END TYPE
TYPE ParticleSystem
blendSrc AS LONG
blendDst AS LONG
arrayPTR AS DWORD ' -- Pointer to array of particles
END TYPE
There is other thing to consider:
What I am thinking of is making the particles "preanimated"
in texture, which would contain all key frames from particle
birth to its death, let me know which approach do you
prefer, or if you are thinking of something different.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Thanks for the info Petr. Preanimating texture? Mmmh, nice feature. Hopefully not to costly for the fps.
Hi,
Yes I'm according with you create a particle "preanimated" it's the right way, simple and clean to put into script game.
Ok i'm work with you on it, if you havo some ideas o code that i have to do or check for example i'm ready
(you have more experience than me on Particle, i try to support you ;D) .
Ciao,
Simone
LapTop Pc: 2GHz Intel Core 2 Duo T7200 • 2GB 533MHz DDR2 RAM • 160GB hard disk • 512MB ATi Mobility Radeon X1600 graphics • Win Vista SP1<br />Desktop Pc: 1.6GHz Intel Core 2 • 2GB DDR2 RAM • 1024MB Nvidia GeForce 8800 GT • WinXp SP3
Question as I might not have understood: Preanimated.... did you mean a sequence of images that are used over the time?
Hi Mike,
I was thinking of prerendering the particle animation to bitmap, and then just shift frames like in cartoon movie.
The implementation would be simple - one particle = one 4 vertex model. To animate, we would just shift 1 coordinate by constant step after constant time.
As I said we were discussing this in email so not decided which way to pick.
Hybrid approach would be cool, but I think not necessary for the game.
I need to do more tests.
Simone, I need an opponent I need you to stop me when I go in wrong direction - longer time in TBGL word does not mean I am more experienced, I still tend to do bad descisions from time to time.(you have more experience than me on Particle, i try to support you ;D) .
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Mmmh, I would need this to see in motion to judge that approach. I'm affraid that this won't look right. But like I said, I would need ot see this.
Hi,
@Petr I'm trying to apply the new ideas of "preanimated" particle at the script of explosion study with entity, (for test new ideas) ;D.
I think that some parts can be reused.
I post in the next few days my result.
Ciao,
Simone
LapTop Pc: 2GHz Intel Core 2 Duo T7200 • 2GB 533MHz DDR2 RAM • 160GB hard disk • 512MB ATi Mobility Radeon X1600 graphics • Win Vista SP1<br />Desktop Pc: 1.6GHz Intel Core 2 • 2GB DDR2 RAM • 1024MB Nvidia GeForce 8800 GT • WinXp SP3
Thanks Simone,
I am now writing documentation for commands Mike & Michael suggested ( developed now ), then I will join your work, very much appreciated.
I was trying to put example for Mike here, but could not find any suitable "animated strip" for tests.
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
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