I've decided to add the QMB particle system to DirectQ. It's not quite drop 'n' go for a number of reasons, including the facts that I'm Direct3D, I'm C++, I have infinite particle support, I already have my own half-built system to work around, and I want to retain the classic system as the default option. But at least it's a particle system that's reasonably well known and will give expected results.
In case you missed it above, it's worth repeating: I WILL BE RETAINING THE CLASSIC PARTICLE SYSTEM AS THE DEFAULT. You can stop complaining now.
Anyway, so far I'm just working on the scaffolding around it, which is fun. This includes bringing the QMB textures across as embedded resources (no external files needed), setting up the structs, doing the init code, and so forth. No screenshots yet, of course, but as soon as I have something worth showing I'll put one up.
Typically though, this is happening just as I'm about to leave the country for a while, so don't expect to see anything for two weeks minimum.
Tuesday, September 29, 2009
Particles! At last!
Posted by
mhquake
at
9:49 PM
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2 comments:
I would also suggest looking at Vengeance r2 which uses a radix sort to order the particles correctly giving a better effect without too much of a performance hit and some other improvements. The code is much less portable because of the reliance on LameScript however.
..I might be a little bias due to my liking for the Darkplaces and FTE particle systems, but I'm a little disappointed for lack of a better word with the QMB particle decision. I would prefer to wait for you to take your time & create something on your own. Maybe even with the chance of having a particle system allowing for some user manipulation.
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