[project1dev] Re: Project1 - SVN Update 295

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 28 Jun 2009 01:34:34 -0700

yeah you got it, thats exactly the stuff that this is meant for (:

On Sun, Jun 28, 2009 at 1:07 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> This makes voidmap run totally smooth for me, great job Alan!
>
> This system sounds awesome too, can we use this to script in steps of
> the character doing stuff like puffing up dirt and sparkling snow?
>
> Or maybe we can use it to make small "bumps" on collision of certain
> things, like when you jump on a certain tile or hit a switch it does a
> few sparks of light like in a zelda or mario game.  Are those
> possible?
>
> On Sun, Jun 28, 2009 at 12:01 AM, Apache
> User<dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
> > User:atrix256
> >
> > Message: Puffballs are now done via a particle emitter in voidmap - my
> fps went back up to 60 with vsync on with the same number of puffballs so it
> should be a big preformance win on this map for everyone wooo!
> >
> > Added some new script functions
> >
> > * ParticleSystem_Create - creates a particle system that starts spewing
> out particles
> > * ParticleSystem_SetScale - if you want your particles to be sizes other
> than 1.0 scale, you can set that up here
> > * ParticleSystem_SetVelocity - if you want your particles to move, you
> can set that up here
> > * ParticleSystem_RunTicks - since when you first start up a particle
> system, it looks different than when it gets going after a while, use this
> function to artificially run the particle system for a specified number of
> seconds so that it looks like it's been running for a while
> > * ParticleSystem_GetNumParticles - use this to find out how many
> particles your particle system is using.  If it hits the max particle count
> and you are having bad looking effects (ie it looks like the particles stop
> coming out then start coming out again) the problem is that your max
> particle count is too low (well, thats one way to solve it... or make them
> come out slower)
> >
> > bon apetit!
> >
> > more particle system functionality will come in as the needs arise (:
> >
> > <Files Changed>
> > U   ARRelease.exe
> > U   AR_Camera.cpp
> > U   AR_LuaFuncs.cpp
> > U   AR_Map.cpp
> > U   AR_Profiler.h
> > U   AR_UI.cpp
> > U   Base.vcproj
> > A   Docs/Script Help/ParticleSystem_Create.html
> > A   Docs/Script Help/ParticleSystem_GetNumParticles.html
> > A   Docs/Script Help/ParticleSystem_RunTicks.html
> > A   Docs/Script Help/ParticleSystem_SetScale.html
> > A   Docs/Script Help/ParticleSystem_SetVelocity.html
> > U   Docs/Script Help/toc.html
> > A   Docs/Website/062209a.jpg
> > A   Docs/Website/062209b.jpg
> > A   Docs/Website/062209c.jpg
> > U   Docs/Website/index.php
> > U   LowLevel.cpp
> > U   LowLevel.h
> > A   Particles.cpp
> > A   Particles.h
> > U   READMETODO.txt
> > U   Scripts/Maps/voidmap.lua
> >
> >
> >
>
>

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