Hi, every one, thanks alot Alan and Jason you helped me alot I was using DirectX in C++, Alan idea is very perfect every particle has a position vector, speed vector and accelorator vector the position vector is the orign point which water will spring from and the speed vector is bitween the orign point and a random vector fom the sky upove the orign point and the accelorator vector which is the gravity one pointing downword so every frame for each particle we do : speed += accelorator ; position += speed * DeltaTime ; On 2/8/07, Jason Zaphyr <storm3@xxxxxxxxxxx> wrote:
Hello, I would say that is about spot on description. I would just like to add, that to keep the fountain sprinkling particles out, whatever your particles are stored in, for example: particle[1000]; which would be a variable of the either struct or class you made containing the variables mentioned by the guy before me, and depending on whether you want to use pixels or images, you would need to add that variable to the class as well, and then you would use a for loop to fill all these values in, for each particle in the particle array I mentioned, then you can use another loop inside your game loop that throws these particles, watching the count variable until it is >= 1000, in which case you would just reset the count variable back to 0, I say 0 instead of one, assuming we are using a C or C++ or C# based array. But, if you are using an engine similar to dark basic pro, or blitz3d they both have a particle generation program that is free, can't remember the exact name but if you browse around the forums, or websites, or even do a google search for particle generator free blitz3d or something similar I'm sure you will find it, and it even will generate the sourcecode for whatever affect you create in the application which is pretty kewl to play with the different properties, and see your affect take shape at the same time, including color, bitmaps, alpha, gravity, rate of spray etc.. Very very nice, there might even be a version of it by now that will generate the Direct3D code for it as well. I hope I didn't confuse you more, I was just trying to help, since you didn't mention the language you were using, only that you needed to make a sort of spring shooting particles from the floor. Another application with great particle control and fx, is Game Maker, which is about to release a newer version current version 6.1, new version 7, out soon, this month. There is even a free version you can use to make non-commercial games with. Hope this helps Dude, I'm just glad we have this list, and thought I would give back as this list has helped me out tremendously on my various projects. Ken aka StOrM3 Yes, I'm the StOrM3 that Helped make the Unit Editor for Total Annihilation with Kinboat, Sneskey with my buddy Nak or Benji Rather. -----Original Message----- From: gameprogrammer-bounce@xxxxxxxxxxxxx [mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe Sent: Thursday, February 08, 2007 11:23 AM To: gameprogrammer@xxxxxxxxxxxxx Subject: [gameprogrammer] Re: particle system in DirectX hey dude, you didnt ask a specific question so i'll start from the beginning as i see it (other more experienced people may jump in and correct me but here you go) particle systems are made up of particles (hehe) and particles can be drawn either as images or by colored pixels. You store your particles in some kind of repository (array, linked list, something like that) and draw them every frame as well as preform some logic on them based on what type of particle it is (gravity and movement calculations for water vs a floating and dimming effect for ffire and smoke). If you are doing 2d graphics, you just of course draw the image to the screen but if you are doing 3d graphics, you will probably want to draw your particles billboard style so they are always facing the player's viewpoint directly. For your spring here's kind of how i would do it (asuming it's in 3d) every particle has these variables: float Position[3]; //X,Y,Z position of particle float Momenum[3]; //momentum in X,Y,Z axis of the particle then every frame you would do this for each particle: 1) Change Y momentum based on a gravity equation 2) add momentum to position for all 3 axis' 3) draw the particle to the screen Does that make sense? On 2/8/07, Husam Zakaria <hzcppff@xxxxxxxxx> wrote: > Hi, every one, I need to create a particle system indicate a water spring > from a given point in space > > the water will spring from that point to up direction then it will drop to > the floor, any one can help me > in this ? > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html