Particle Systems API

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RapchikProgrammer
Posts: 279
Joined: Fri Dec 24, 2004 6:37 pm

Particle Systems API

Post by RapchikProgrammer »

Why doesnt irrlicht use the particle systems API? It is under the gnu license and has some very cool particles with great affectors!

http://www.cs.unc.edu/~davemc/Particle/
sRc
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Location: Salt Lake City, Utah
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Post by sRc »

first of all, it uses STL...

second its under a GPL license (LGPL) that would not work with the zlib license that Niko wants for this engine
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hybrid

Post by hybrid »

There are different ways to use this API, and some could work very well. One could provide a generic paritcle node in Irrlicht which is just a wrapper for the pAPI. Would only work with OpenGL, though.
Another thing is to adapt parts or the complete API (with or without implementations). I don't know what the legal issues would be (LGPL is not infectious, and just using the API could even require less), but I don't think that it would be useful. The Irrlicht API for particles seems to be more high-level than the pAPI.
So yes, write a wrapper and show us some interesting results!
Guest

Post by Guest »

Ok, then we dont have to take the particles but wouldnt it be useful to take something from their affectors! They have storm, wind and several others! It would be pretty useful and legal as its under lgpl!
hybrid

Post by hybrid »

No, it's not legal to take parts of the code and further distribute it under zlib. But yes, it could be useful to have some mroe affectors, though spintz also provides some new ones. And some things are easily achievable by decent parameter choices.
Anyway, step right in and post some interesting screen shots.
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