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Particle System Part 1

PostPosted: Jun 14, 2003 @ 1:25am
by codepunk
Just thought I'd show a screenshot of my first foray into GapiDraw. Here's a screenshot of the beginnings of a particle system I started today. I plan on making it a little more customizable but wanted to get the basics down first. I plan on adding the ability to specify custom particle update functions and/or emitters. Here it is:

Image

Update

PostPosted: Jun 14, 2003 @ 2:20am
by codepunk
I figured you'd all want some performance stuff in there. After adding it, all I can say is GapiDraw is holding up quite nicely. Another picture for you below. Technical info:
Each particle is a png file with another png used for alphablt. Also, as each particle ages, the opacity is decremented. The screenshot below has a particle population of 5000 particles. When one dies, it is reinitialized and becomes in essence a new particle. Since the last post (15 minutes ago?) I added the ability to pass your own update function which will be used to create more than the fountain you see here (I also copied FPS code from the tiledemo).

Image

PostPosted: Jun 14, 2003 @ 4:12pm
by vic

Vic: more info

PostPosted: Jun 14, 2003 @ 11:11pm
by codepunk

PostPosted: Jun 15, 2003 @ 2:29am
by DillRye

PostPosted: Jun 15, 2003 @ 4:45am
by CpuWhiz105

PostPosted: Jun 15, 2003 @ 11:26am
by efortier