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Re: trimesh particles demo, version 2

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: trimesh particles demo, version 2
From: Jeff Quan <jquan at mindspring dot com>
Date: Sun, 15 Oct 2006 21:25:24 -0700
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References: <20061008170036 dot 5DA3E157573B at lists dot realsoftware dot com> <e2fc92db081d70c3a6c480baf078d7c4 at 98115 dot net>
On Oct 10, 2006, at 8:41 PM, Craig Macomber wrote:
I have been working and some sort of class structure using this to
easily code different kinds of particle effects with it. So far I have a "Particle jet" which continuously streams a jet of particles. I will
post it when I have it working better.

Here it is.
http://www.spincraftsoftware.com/files/Trimesh%20Particles% 20Source.zip
That link is only temporary, and will probably go away in a few weeks.

My only major change was to make it use a class structure so you could code your own effects easily by subclassing , and I added another type of effect, other than explosion, a particle jet. I also added a bunch or parameters to the constructors which you can play with.

Or you can add even more parameters so that a single class can handle both explosions and particle jets. Regardless, use whichever method suits your goal.

Oh, as to Lars' use of a function to create a spherical burst, I just realized you can also do it by normalizing, ie: Add in the constructor:
    Direction.Append New Vector3D(Rnd-0.5, Rnd-0.5, Rnd-0.5)
Direction(i).Normalize // <-- add this line under the new vector append

This is done in the Zombies strategy game (see Effect class) and has its genesis back in the Renegades FPS, I just forgot about it until now.


==
Jeff Quan
jquan at mindspring dot com
http://www.jcquan.com/JQportfolio


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