Particle system - vel/dir vector attached to particle
2 posters
Particle system - vel/dir vector attached to particle
My suggestion after trying to use the SIO2 particle system as a FPS shooter is ...
The particle type needs a direction or velocity vector to make the particle system more versatile.
The current design doesn't easily allow particles to move in a given direction that is unique to each particle. The particle type doesn't include a direction or velocity vector. You could use the current direction of the emitter but in some circumstances (e.g. bullet as particle) this isn't OK. The SIO2 particle system doesn't make for good FPS guns.
SIO2 is cool but this is a tiny chink ... in my humble opinion.
The particle type needs a direction or velocity vector to make the particle system more versatile.
The current design doesn't easily allow particles to move in a given direction that is unique to each particle. The particle type doesn't include a direction or velocity vector. You could use the current direction of the emitter but in some circumstances (e.g. bullet as particle) this isn't OK. The SIO2 particle system doesn't make for good FPS guns.
SIO2 is cool but this is a tiny chink ... in my humble opinion.
cgen2- Posts : 38
Join date : 2008-12-14
Re: Particle system - vel/dir vector attached to particle
The particle type needs a direction or velocity vector to make the particle system more versatile.
>> There's already a direction vector available the velocity is just a factor that multiply this direction vector... check the snow in tutorial12
The current design doesn't easily allow particles to move in a given direction that is unique to each particle
>> The way the particles behave are totally out of the scope of SIO2... SIO2 provide you a way to create them give you callbacks to implement their behavior and render them. There's way too much possibility to handle all particle type. This is why the SIO2 particle system is built this way... you just have to fill in the blanks where you want... I think that way add maximum flexibility, any other method would force you to use an hardcoded method which is not practical... If you need more transformation data simply implement an SIO2transform on the SIO2particle... or extend the SIO2particle data to suits your needs.
The SIO2 particle system doesn't make for good FPS guns.
>> I am personally working on an FPS right now and Im using an SIO2 emitter to simulate the shot from the gun and Im also using them for collision of the bullet on wall and enemies... Maybe review tutorial12 and make sure you fully understand the framework that is given to you
>> There's already a direction vector available the velocity is just a factor that multiply this direction vector... check the snow in tutorial12
The current design doesn't easily allow particles to move in a given direction that is unique to each particle
>> The way the particles behave are totally out of the scope of SIO2... SIO2 provide you a way to create them give you callbacks to implement their behavior and render them. There's way too much possibility to handle all particle type. This is why the SIO2 particle system is built this way... you just have to fill in the blanks where you want... I think that way add maximum flexibility, any other method would force you to use an hardcoded method which is not practical... If you need more transformation data simply implement an SIO2transform on the SIO2particle... or extend the SIO2particle data to suits your needs.
The SIO2 particle system doesn't make for good FPS guns.
>> I am personally working on an FPS right now and Im using an SIO2 emitter to simulate the shot from the gun and Im also using them for collision of the bullet on wall and enemies... Maybe review tutorial12 and make sure you fully understand the framework that is given to you
Re: Particle system - vel/dir vector attached to particle
>> There's already a direction vector available the velocity is just a factor that multiply this direction vector... check the snow in tutorial12
The emitter has a direction vector but not the particle. I noted other designs on the web that had the direction included in the particle type. My wish is that the emitter direction can be able to be changed without affecting a particle in flight - like a bullet.
I have checked the snow in tut12 ... which is not to say I can't see the snow for the storm ...
>> The way the particles behave are totally out of the scope of SIO2...
I understand the issue but, maybe, just maybe SIO2 could be enhanced without compromising the design integrity ...
>> I am personally working on an FPS right now ...
Does you gun move and rotate? I find that challenging ...
I have studied tutorial12 but it doesn't answer all of my questions ... like how do I make a particle emanate from the center of my emitter which moves in 3D space.
The emitter has a direction vector but not the particle. I noted other designs on the web that had the direction included in the particle type. My wish is that the emitter direction can be able to be changed without affecting a particle in flight - like a bullet.
I have checked the snow in tut12 ... which is not to say I can't see the snow for the storm ...
>> The way the particles behave are totally out of the scope of SIO2...
I understand the issue but, maybe, just maybe SIO2 could be enhanced without compromising the design integrity ...
>> I am personally working on an FPS right now ...
Does you gun move and rotate? I find that challenging ...
I have studied tutorial12 but it doesn't answer all of my questions ... like how do I make a particle emanate from the center of my emitter which moves in 3D space.
cgen2- Posts : 38
Join date : 2008-12-14
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