Very simple:
Standard Nax amount of visible particles is 10000.
Okay, your pullets emit particles constantly.
Now think what happens when you create more emitters: at a given point youre creating more particles in a single moment, than others can fade. So if you press f11 and watch the amount of particles currently running("Count Size" > par) in the debug pannel.
You'll notice, that you reach 10000 particles. If your code tries to create more, new particles are not generated.

So, lower the amount of particles generated by a single emitter in a single frame and adjust the effect to work/look good with less particles wink

EDIT: or you could just raise the max amount of usable particles, but i think its better to improve the particle code itself wink

edit2: for example I set the amount of particles to create from 5 to 2 and adjusted the velocity like this:

Code:
p->vel_x = 2 - random(4);
   p->vel_y = 2 - random(4);
   p->vel_z = 0;



and changed the fading to:

Code:
p.alpha -= 8 * time_step; // fade out the fire particles
if (p.alpha <= 0)
{
  p.lifespan = 0;
}



So they are fading faster, and have the trail adjusted for faster fading wink

Your code worked with just 33 entities. MY code works with more than 100 laugh

Greets
Rackscha

Last edited by Rackscha; 01/01/11 09:34.

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