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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