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Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 11:33 am
by Brainsaw
Not in my opinion. In the first image you see a cloud of smoke generated 60 times per second (the car is quite fast at this point), but in the second image those clouds are distributed better, so that it doesn't look like that smoke is generated at fixed intervals. I guess I have to play around a little, e.g. generate more smoke, that should make it look better ;)

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 2:58 pm
by hendu
Oh. From reading your post I assumed it should be continuous, not separate puffs.

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 4:49 pm
by CuteAlien
I remember we had the same problem in H-Craft. Vehicles moved fast and particles were only emitted after object-updates instead of between the last position and current.

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 9:04 pm
by hybrid
Didn't we add some code recently to distribute the particles? At least it would be possible to do so in the particle system.

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 9:44 pm
by CuteAlien
Hm, you added some better random generator ~10 months ago. Not sure right now if that was for the same problem. Could be - I haven't used it recently.

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Tue Nov 29, 2011 11:28 pm
by hybrid
No, the rng was not changed, I just exposed the interface and added another one which could be used instead.

Re: AdvancedParticleSystem with IrrEdit plugin

Posted: Wed Nov 30, 2011 7:57 am
by Brainsaw
OK, so I see this seams important to other people as well ;). But the main idea behind this advanced particle system was just to get better (de)serialization and cloning, which is the most important point for me (e.g. all ammo is in the scene as template and just copied once a missile (or bullet) is shot, including the explosion (which is activated when something is hit)).