space particles - preformance issues
Posted: Fri Aug 28, 2009 1:21 pm
hello,
i was going to simulate a ship flying through space and in order to see a movement i created sphere around the ship with lots of particles. the general idea is to use a fixed amount of particles. does a particle leave a given radius, it will be placed in front of the ship again (it actually depends on the moving direction).
i use an arraylist of IBillboardSceneNode's that are children of a ISceneNode. every frame i check distances between ship and particles (and so on...) and update the arraylist. the postition of the particle sphere i actually set using the ISceneNode (parent node).
is this an efficient way to render those particles? i think the idea is good, but my implementation looks somehow unprofessional. does anyone have any suggestions?
if not: is a parent scenenode necessary actually, since the particles arent really moving? is an array sufficent?
thanks
i was going to simulate a ship flying through space and in order to see a movement i created sphere around the ship with lots of particles. the general idea is to use a fixed amount of particles. does a particle leave a given radius, it will be placed in front of the ship again (it actually depends on the moving direction).
i use an arraylist of IBillboardSceneNode's that are children of a ISceneNode. every frame i check distances between ship and particles (and so on...) and update the arraylist. the postition of the particle sphere i actually set using the ISceneNode (parent node).
is this an efficient way to render those particles? i think the idea is good, but my implementation looks somehow unprofessional. does anyone have any suggestions?
if not: is a parent scenenode necessary actually, since the particles arent really moving? is an array sufficent?
thanks