Original Post
I am (still!) working on my particle engine and i''ve stumbled into a problem: how to mix different particle systems. Take a system for a rocket engine as an example. The fire and flame obviously use a different blending equation than the gulfing black smoke that pours out. Smoke particles need to be sorted back-to-front to be rendered correctly but they are going to be interleaved with fire particles.
So, how to render something like this effectively? Obviously I cannot just sort the entire buch and start rendering, flipping blending equations as I go. Rendering the fire first and the smoke after it (or the other way around) doesn''t give a good effect either (if you look at the system from the wrong angle).
So, how did the pro''s solve this? Surely particle engine design has improved over the years, but the best articles I can find online about particle systems (gamasutra''s article and the paper about second order particle systems) are a bit outdated and don''t help me with this. All the other articles are either for non-realtime rendering (movie editing and such) or stuff written to explain the basics of a simple system (such as NeHe''s particle system lesson).
Any clue how modern, more advanced particle systems work?
Sander Maréchal
[Lone Wolves][Game Developers Emporium][E-mail]
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Sander Maréchal
[Lone Wolves][Game Developers Emporium][E-mail]
[Hosting $7,95/mo][Forum FAQ][Google]