Game Development Community

If this doesnt look cool...

by Max Robinson · in Torque Game Engine · 09/30/2002 (7:13 pm) · 2 replies

then I dont know what does!!!

For an explanation, I'll say I got bored and decided to play with the stuff I'm implementing, and this is the result. There is more possible since I still have a lot of features in mind for the lights, rings, and tracers, but this little set here struck me as pretty cool.

www.planettribes.com/talonrules/fireballs/1.jpg
www.planettribes.com/talonrules/fireballs/2.jpg
www.planettribes.com/talonrules/fireballs/3.jpg
www.planettribes.com/talonrules/fireballs/4.jpg
www.planettribes.com/talonrules/fireballs/5.jpg
www.planettribes.com/talonrules/fireballs/6.jpg

Anyway, just wanted to share, hehe.

Like I said in the iotd I have no clue when I'll be done.


Oh yeah a little note, I was able to spam the fire arrows at a mountain about 300 m away and my fps (on a gf4 ti 4200) went from 45 to 20, and thats with about 6 explosions on screen with huge particle counts and detailed shapes!

#1
09/30/2002 (8:55 pm)
I will attest that massive amounts of particles affect my frame rate like nothing else does. I have a Ti4200 128mb, and I know that in the Lobby test of 3dmark2001se, whenever the slowmo closeups of the hero's muzzle flash fills the screen, my fps gets cut in half. So, this sounds like a pretty efficient implementation. :)
#2
10/01/2002 (11:40 am)
Actually I havn't changed anything with the particles, it's just the distance and the fact that I am not using as many particles as I could. I was mostly pointing out that the tracers and stuff don't cause any appreciable slow down.

The big problem with particles is I think limited fill rates. If 200 particles each cover half of your screen, it has to draw over and blend a lot of image or something like that. You can tell because if you make an emitter with a 1 ms ejection period and you put it in your face you nearly freeze but if you put it 300 m + away or so you probably wont notice its on screen.