So now I implemented all features I wanted to have for my particle system, including the randomness, and to celebrate this I made a little snow. The fascinating thing about this is that it worked without any problems. Performance is as nice as ever, so everything is cool.
I’m not yet sure how I should optimize my particle system. Of course, as long as I have no trouble, I won’t optimize it at all, but if I ever have to, I’m not sure what to do. My game has particle emitters (currently exactly two, one for the smoke and one for the snow) and particles. I could maybe eliminate particles (or at least not display particles) that are not in view, but I can’t do this for particle emitters since I can see their particles while I can’t see the emitter. I could calculate where the particles could fly at most and deactivate particle emitters whose particles I wouldn’t be able to see right now. But once they come into sight, they should have already emitted their particles. This means that a fire should start before it comes into sight and continue burning while it’s not in sight.
But again, as long as there are no problems, I won’t do anything
Written on September 11th, 2005 at 10:19 am