I am happy to hear that!
Do you have any special requirements or simply list of features you need in the particle system?
Petr
I am happy to hear that!
Do you have any special requirements or simply list of features you need in the particle system?
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
The particles themself don't need to be referenced, but the emitters. You need to able to transform them like other entities. Features?
Like I said, emitters should be transformable. Move, Rotate, Scale.
Reflectors who be awesome too. Maybe gravitiy fields too.
Thanks Mike,
regarding referencing particles ... for some simple cases I think why not, I will keep it as an option.
Could you explain more on reflectors, I must admit I don't understand the term precisely
Gravity fields are good idea, and on the similar note, I was thinking about emitting surfaces. That means you could for example define square, and then say you want to emit particles with custom frequency in direction perpendicular to its surface, which could be great for weather.
Imagine putting such a virtual square on top of your city model, then animate just the square to gentle periodic wave movement (+/- 5 degrees), and you have nicely randomized direction for rain particles...
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
http://www.ru.is/kennarar/hannes/use...i/ch20s03.html
Sometimes people name them reflectors or deflector. It is basically defining an object as one and then particles bounce of them.
Perfect, now I get it. Ok, I am adding it on the list!
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB