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InsideQC Forums • View topic - Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect

Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect

Discuss programming topics that involve the OpenGL API.

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Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect

Postby frag.machine » Mon Oct 29, 2012 2:56 am

Usually I don't cross post tech stuff, but is a quite interest reading about particle systems.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Postby mh » Sun Nov 04, 2012 12:05 am

I've been using the memory allocation strategy mentioned in that for almost half a year now, and for a lot more than just particles. It rocks.
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Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Postby frag.machine » Sun Nov 04, 2012 4:03 pm

Yeah, i found particularly interesting the way they implemented some basic performance measure in the engine so the artists could find by themselves a compromise between "what I want and what I can".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Postby leileilol » Sun Nov 04, 2012 9:37 pm

I'm surprised they bother to measure overdraw. PS3 really sucks for its sharp frame drops from blending, so that's important
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