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Author Topic: Particle systems and computer performance  (Read 1847 times)

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Offline CH

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Particle systems and computer performance
« on: 27 Aug 2009, 14:25:47 »
« Last Edit: 01 Aug 2010, 00:34:26 by CH »

Offline Mandoble

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Re: Particle systems and computer performance
« Reply #1 on: 29 Aug 2009, 10:07:21 »
Might be there is a limitation related to drop command, you might try the setParticle commands with:
_source = "#particlesource" createVehicleLocal getPos whatever;
_source setParticleParams [similar to drop particle array)
_source setParticleRandom [...];
_source setParticleCircle [...];

Check these commands in the COMREF and play with them.

Offline CH

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Re: Particle systems and computer performance
« Reply #2 on: 31 Aug 2009, 12:48:10 »
I replaced the drop command with the ones you suggested (for details download fireworks_2_1.intro.zip) only to find out that the problem got worse. With these commands the code only worked approximately 1 out of 10 times in an otherwise non problematic environment.

After playing around with the code for a while I found out that the problem was probably caused by the quick deceleration of the particles. Don't ask me why, but by changing the "Rubbing" and "MoveVelocity" parameters (for details download fireworks_2_2.intro.zip) I could get the code to run properly even under demanding circumstances.

The result can be seen in this mission.
« Last Edit: 01 Aug 2010, 00:33:29 by CH »