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Implenting Paticle Engines

Started by Zackie62 Apr 8, 2001 at 2:58 AM 1 replies 300+ views
Original Post
Zackie62
Zackie62
Hello everybody, I`m very interested in Particle Engines because they lokk really cool.I´ve already seen several Particle Engines with sources around the web,but I still have no idea how to implent them in a game. Here are two examples: Smoke I have a game(maybe a rts) with a house loaded as a 3d model.Now I want to have smoke for the chimney of the house. Snowflakes I have a first person shooter an I walk trough a snowy landscape.Now I want to have white snowflakes falling down the sky. I would be happy if someone writes me an answer. Thank you. Daniel B.
DeVore
DeVore
If you''ve seen the source code of several particle engines, what makes you think that someone posting source here will help you?

To write a particle engine, you need to think of three things:

1) how to represent the particles in your program - objects, structs etc.. You need to think about what information you need to store for each particle (position is a good one). There are others...

2) how to control and update the particles. A simple example here is a function that goes through your list of particle structs or objects and updates positions etc...

3) how to draw the particles. A function that loops through your particles and draws them.

See, simple isn''t it. You could also spend 5 seconds and see that there are _LOADS_ of tutorials on this subject and then think of a slightly more focused question for next time you post.
Regards,
DeVore
Jenison
Jenison
Before writing my own partical engine I sat down and thought it though (Concepts anyway). Then I went out and compaired what I was doing to others...

Basically my first thought was...''How can I keep track and execute this with the least amount of effort on the cpu, while giving me some flexability to be creative.''



Jenison
''Things are more like they are now then they ever were before'' - Truman

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