Simple particle system demo

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Phenix
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Simple particle system demo

Post by Phenix »

Hi!
Yesterday I was bored so I did a simple particle system demo;
The fun thing about this demo is that particles are transformed completely by GPU, so it is (well, it should be) quite fast.
This demo shows 20000 particles (so there are 40k polygons and 80k vertices).
The camera is a standard FPS camera, you can move it with directional keys (or arrows dunno how these keys are called :) ), to exit hit alt+F4.
This demo uses shaders v2.0, so if you have less than a geForce FX or a Radeon 9500 it will not run properly.
Download here:
http://web.infinito.it/utenti/p/phenix1/particles.zip
MikeR
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Post by MikeR »

You forgot the d3dx9 file. It won't open.
I tried to recompile it with OGL, but got a bunch of errors about conversions and stuff not supported.
If it exists in the real world, it can be created in 3d

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Quall
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Post by Quall »

That's pretty cool

http://www.dll-files.com/dllindex/dll-f ... l?d3dx9_27
here is the dll for those that want it
MikeR
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Post by MikeR »

Thanks Quall. I just unzipped it into the project directory.
That looks great. I like the effect.
If it exists in the real world, it can be created in 3d

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AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Joe_Oliveri
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Post by Joe_Oliveri »

Very nice. The effects look great! :)
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bitplane
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Post by bitplane »

yeah nice effect. getting around 140fps here :)
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Guest

Post by Guest »

looks very nice! :D
exactly what i was looking for. can you tell me how you did the one on the right side?
the one that appears for 2-3 seconds, then fade away. i need some sort of splash effect like for example a guy jumps into a water pool, and it makes a splash.
if anyone can direct me to it, that'd be great.
thanks
Phenix
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Post by Phenix »

I don't know if it will work well with splashes, because you'll probably need to render the particle system with EMT_TRANSPARENT_ALPHA_CHANNEL as base material, and to do that I think you'll need to sort the particles to avoid rendering artifacts. In the demo there isn't that problem because I can use EMT_TRANSPARENT_ADD_COLOR since the stars are white.
afecelis
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Post by afecelis »

whoa! those really are particles on steroids!! :wink:

nice work. I tried to compile it but got these errors:
Image

I also love the blur effect that occurs in the distance. :D super!... particles... on steroids... it reminded me I gotta take a shower. :wink:

ps. oh yeah! I forgot! 150-180 fps
Guest

Post by Guest »

Thank you very much!
createHardwareBuffer is a function of my own modification of the engine that creates hardware vertex and index buffers. You can remove that line but performance will drop dramatically.
My own version of the engine is based on Irrlicht v0.10, I think that you've got the other error about the abstract class because you are compiling with a newer one.
sRc
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Post by sRc »

afecelis wrote: I also love the blur effect that occurs in the distance. :D super!... particles... on steroids... it reminded me I gotta take a shower. :wink:
o_O :lol: :lol: :lol:

290-310 FPS when i move out to get as many as possible of the particles on to the screen
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