*NEW* Current Version on STEAM: 16.793Webchat:Visit the chat
Quote from: fuzzy70 on 2012-Dec-13All Works fine on mine .
Quote1 point though (& you may be already aware of this), if I press the control key again the spacing of the explosion parts increases further apart. I have attached grabs to show what I mean. I presume its waiting for a counter or something to reset as if I don't press again for a second or 2 the explosion animates as normal.
Quote from: kanonet on 2012-Dec-11Yeah this one is fast. But i think you need to have a look in alpha again, at least for that smoke particles. See Screenshot.
Quote from: fuzzy70 on 2012-Dec-13Both the above working fine here Interestingly I was expecting a FPS drop with the last example post with all the extra drawing of the explosions but remained a constant 130 fps with or without them.Lee
Quote from: kanonet on 2012-Dec-17Good idea but i think your approach is not the best. I guess you use the this system only to decide if you create a new particle - after you have spawned them you dont reduce them if necessary, but let them life till the end of there normal lifetime?
QuoteThis causes two problems:- generally your spawning is very pulsating, cause you spawn points, than system slows down, then you dont spawn to increase framerate, which leads to a gap in your particle stream but give you more time to spawn new particles later again - so your framerate jumps every few secs and your particle stream pulsates, compare the to attached images to see what i mean.
Quote- calculation the particles in background is faster than finally drawing them. This causes the problem, that when you look in an area with only a few visible particles, you spawn many particles in background. If you then fast turn and look in an area with many particles, you have there so many particles that displaying them slows you down below 10fps for a few secs (till the particles die).
QuoteI think you should think about implementing a simple maximum particle count (that can get changed by the user). Then you just need to find a way to take care that you spread the max number of particles over all emitters and still cause a constant stream of particles. And a way to kill active particles even before there end of lifetime could be needed too.
QuoteYou cant wait for them to die...then they will all be dead at the same time by the time it can regulate a new batch.This actually makes the inconsistancy worse, and pulsing noticable in short burst too.
QuoteYou wont even see this pulsating because typicall emitters only last a few seconds with explosions.....this test is constant, thats only reason you notice it.
QuoteCalculating 150k particles is still too much work no matter what, rendered or not.
QuoteIve been giving this alot of, alot of, testing.You cant regulate with a fix number of particles...one fixed number wont cover all computers.You must regulate slowly, and you must stop all affected particles calculations when you do.Believe me, when you are using alot of explosions and if 150k fast living particles fire off at once, you wont notice any problems....theyll be dead by the time any pulsating starts.This is a constant 150k particles...of course youre going to see an issue....that was the point of initiating 150k of them to regulate a cornercase which you will likely never see anyway.If you make your game to run under 20fps...you need to think about a new job, or forget using a particle engine lol.And if you overlook something and this cornercase happens.....your game wont stop...particles will be expended instead, and you can go fix it later.