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Thread: Suggestion for Particles system.

  1. #11
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    Quote Originally Posted by Michael Hartlef View Post
    Hi Petr,

    sure the second version looks better and is easier to read.

    Michael
    I also think that the second option looks better.

  2. #12
    Super Moderator Petr Schreiber's Avatar
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    I am happy to hear that!

    Do you have any special requirements or simply list of features you need in the particle system?


    Petr
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  3. #13
    thinBasic MVPs Michael Hartlef's Avatar
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    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.

  4. #14
    Super Moderator Petr Schreiber's Avatar
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    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
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  5. #15
    thinBasic MVPs Michael Hartlef's Avatar
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    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.

  6. #16
    Super Moderator Petr Schreiber's Avatar
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    Perfect, now I get it. Ok, I am adding it on the list!


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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