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Animated Particles #465539
05/02/17 19:51
05/02/17 19:51
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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ny
How do I make animated particles? I only know how to make static particles, and change them via my.bitmap (old A6).

Is there a way to make animated particles in A8? Also with roll rotation?

Re: Animated Particles [Re: jumpman] #465541
05/02/17 20:22
05/02/17 20:22
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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Well I use sprite particles for that. There should be more information ins particles.c and the manual


Professional Edition
A8.47.1
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Re: Animated Particles [Re: alibaba] #465542
05/02/17 20:29
05/02/17 20:29
Joined: Apr 2002
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ny
jumpman Offline OP
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ny
thank you friend!!!!!

Re: Animated Particles [Re: jumpman] #465543
05/02/17 20:30
05/02/17 20:30
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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ny
"Every emulated particle adds a function to the scheduler that runs during its lifespan."

Is this the same as having multiple entities each having a while() loop?

Re: Animated Particles [Re: jumpman] #465547
05/03/17 10:06
05/03/17 10:06
Joined: Dec 2011
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Reconnoiter Offline
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Originally Posted By: jumpman
"Every emulated particle adds a function to the scheduler that runs during its lifespan."

Is this the same as having multiple entities each having a while() loop?
, hi, might be cause of "Adjust max_entities and nexus if necessary. ". Check if the amount of functions raises in de f11 / diag window.

Re: Animated Particles [Re: Reconnoiter] #465548
05/03/17 11:07
05/03/17 11:07
Joined: May 2008
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alibaba Offline
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alibaba  Offline
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Well kind of... as far as I know they are rendered faster than normal entities.


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--------------------
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Re: Animated Particles [Re: alibaba] #465551
05/03/17 13:35
05/03/17 13:35
Joined: Aug 2003
Posts: 118
Deutschland
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Ezzett Offline
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I don't think that "particle sprites" are rendered much faster than non-particle sprites. Maybe if you use instancing, because you have the pro edition.

Re: Animated Particles [Re: Ezzett] #465553
05/03/17 14:45
05/03/17 14:45
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Kartoffel Offline
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afaik, using particles is faster than using sprites but I'm not sure if they support animations. also, regarding your while-question, it's very unlikely that it's implemented that way - it's most likely using a static list (using 'max_particles' as size), iterates through them and calls every particle's event function.


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Re: Animated Particles [Re: Kartoffel] #465556
05/03/17 15:32
05/03/17 15:32
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ny
jumpman Offline OP
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Hi friends!

Using the emulated particles, it does increase the entity count! If I shot out too many particles at once, or made them last too long while I was continually making more, I would get an "Adjust max_entities and nexus" warning

However, I was able to make the particles 3d models, and even animate each of them, like they were regular entities! I was able to rotate their pan and tilt as well. So in this case, Im sure these run way slower than regular particles, however the amount of control you gain is where its advantageous.

Re: Animated Particles [Re: jumpman] #465564
05/03/17 20:18
05/03/17 20:18
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Netherlands
Reconnoiter Offline
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Originally Posted By: jumpman
Using the emulated particles, it does increase the entity count! If I shot out too many particles at once, or made them last too long while I was continually making more, I would get an "Adjust max_entities and nexus" warning
, it obviously increases entity count (otherwise the holy manual would be lying wink ), but as Kartoffel mentions it probably uses static list and not a while for each sprite particle (which saves some speed). You double check it in the f11 / diag window under functions.

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