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Re: Animated Particles
[Re: alibaba]
#465542
05/02/17 20:29
05/02/17 20:29
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Joined: Apr 2002
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jumpman
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Re: Animated Particles
[Re: jumpman]
#465547
05/03/17 10:06
05/03/17 10:06
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Joined: Dec 2011
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Reconnoiter
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"Every emulated particle adds a function to the scheduler that runs during its lifespan."
Is this the same as having multiple entities each having a while() loop? , hi, might be cause of "Adjust max_entities and nexus if necessary. ". Check if the amount of functions raises in de f11 / diag window.
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Re: Animated Particles
[Re: Ezzett]
#465553
05/03/17 14:45
05/03/17 14:45
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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afaik, using particles is faster than using sprites but I'm not sure if they support animations. also, regarding your while-question, it's very unlikely that it's implemented that way - it's most likely using a static list (using 'max_particles' as size), iterates through them and calls every particle's event function.
POTATO-MAN saves the day! - Random
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Re: Animated Particles
[Re: Kartoffel]
#465556
05/03/17 15:32
05/03/17 15:32
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jumpman
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Hi friends!
Using the emulated particles, it does increase the entity count! If I shot out too many particles at once, or made them last too long while I was continually making more, I would get an "Adjust max_entities and nexus" warning
However, I was able to make the particles 3d models, and even animate each of them, like they were regular entities! I was able to rotate their pan and tilt as well. So in this case, Im sure these run way slower than regular particles, however the amount of control you gain is where its advantageous.
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Re: Animated Particles
[Re: jumpman]
#465564
05/03/17 20:18
05/03/17 20:18
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Joined: Dec 2011
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Using the emulated particles, it does increase the entity count! If I shot out too many particles at once, or made them last too long while I was continually making more, I would get an "Adjust max_entities and nexus" warning , it obviously increases entity count (otherwise the holy manual would be lying ), but as Kartoffel mentions it probably uses static list and not a while for each sprite particle (which saves some speed). You double check it in the f11 / diag window under functions.
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