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Particle frames per second help #319592
04/15/10 23:50
04/15/10 23:50
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
Serious User
DLively  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh

http://www.opserver.de/coni_users/web_users/pirvu/au/tutorials/zipped/fire_particles.zip


Is anyone familiar with this fire particle, By Julian Smart?

I would really like to use it in my project, however, it eats the fps... from 66(fps max is supposed to be 60) to 50.51 fps.


Why does this particle effect eat away at the fps?



Thanks for reading!
Devon


EDIT: I have an amazing computer; and this is the only effect happening on the small level i've made.

Last edited by DevoN; 04/15/10 23:51.

A8 Pro 8.45.4
YouTube: Create Games For Free
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Re: Particle frames per second help [Re: DLively] #319814
04/18/10 03:18
04/18/10 03:18
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline OP
Serious User
DLively  Offline OP
Serious User

Joined: Apr 2005
Posts: 1,988
Canadian, Eh
Sorry to bump this up, but its pretty important that I find out this issue, as I can not figure it out myself.


Here is the code:

Code:
bmap flame = <flame_2.bmp>;

function flame_1();
function flame_2();

action fire
{
	my.passable = on;
	my.invisible = on;
	while(1){
		effect(flame_1,3,my.x,nullvector);
		wait(1);
	}
}

function flame_1()
{
	my.x += random(64) - 32;
	my.y += random(16) - 8;
	my.z += random(16) - 8;
	my.bmap = flame;
	my.size = random(20) + 20;
	my.lifespan = 32;
	my.flare = on;
	my.alpha = 0;
	my.bright = on;
	my.skill_a = -100;
	my.gravity = -0.2;
	my.move = on;
	my.function = flame_2;
}

function flame_2()
{
	my.skill_a += 9 * time;
	my.alpha = 100 - abs(my.skill_a);
	my.size -= 0.3 * time;
}




A8 Pro 8.45.4
YouTube: Create Games For Free
Free Resources: www.CGForFree.com
Re: Particle frames per second help [Re: DLively] #319832
04/18/10 08:46
04/18/10 08:46
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
it could be the size of the map used or the number of particles....
here...
effect(flame_1,3,my.x,nullvector);
I would change to....
effect(flame_1,3 * time_step /16,my.x,nullvector);
just for more control over the count, these are some very basic ideas...nothing complex.

also lite-c is much faster, if you are not using it yet I recommend doing so.

Last edited by Nowherebrain; 04/18/10 08:47.

Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/

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