Spanking new Particle Engine
by Melv May · in Torque Game Engine · 11/18/2003 (12:48 am) · 155 replies
Anyway, please come in, pull up a chair and sit down .. fancy a brew?
For those of you who don't know, I've been involved in the development of a game called Strategem which is a turn-based strategy game with a difference ... major fun with major FX!
During the course of the development it has become pretty obvious that to pull-off the kind of special-fx we need for some of our board creatures, their battling and the use of magical powers within the realm, we need not only an intuitive but flexible method of creating special-fx, specifically particles.
The stock particle engine provides adequate features for simple effects such as basic fire and smoke, even precipitation effects but these can be difficult and in some cases, damn near impossible to achieve easily. At best, the particle effects are embedded within another C++ object to control emissions for the particular task. This is understandable as it wasn't written to be a do-it-all particle engine in the first place.
This has driven the need for me to take the bull by the horns and come up with a new way of getting the huge quantity of effects needed for our game.
During the last year, in parallel with Strategem development, I've spent a considerable amount of time researching all relevant areas of particle systems from offline rendering systems to realtime ones e.g. WonderTouchs 'Particle Illusion' or Max Paynes' 'Particle-FX'. I've focused not only on their features but also more importantly, the user interfaces, in particular features such as being able to set many attributes with a catmull-rom spline graph over unit-time as per 'Particle-FX'.
An area of particle generation that I've focused on is the ability to have a particle engine that can simulate more complex and dynamic effects where emitters move ballistic paths and don't simply generate from fixed points, planes or various volumes. Another critical feature was the ability to reuse particle definitions and form a library system where particles, emissions and overall effects can be reused. This leads to not only a neat feature but performance benefits as well.
To this end, I've come up with a system that I think rivals most, if not all, realtime particle systems and some offline ones as well. A pretty bold statement but this is more than talk and I will bring this to demo sometime early next year, you can count on that.
>>> Continued on next post ...
For those of you who don't know, I've been involved in the development of a game called Strategem which is a turn-based strategy game with a difference ... major fun with major FX!
During the course of the development it has become pretty obvious that to pull-off the kind of special-fx we need for some of our board creatures, their battling and the use of magical powers within the realm, we need not only an intuitive but flexible method of creating special-fx, specifically particles.
The stock particle engine provides adequate features for simple effects such as basic fire and smoke, even precipitation effects but these can be difficult and in some cases, damn near impossible to achieve easily. At best, the particle effects are embedded within another C++ object to control emissions for the particular task. This is understandable as it wasn't written to be a do-it-all particle engine in the first place.
This has driven the need for me to take the bull by the horns and come up with a new way of getting the huge quantity of effects needed for our game.
During the last year, in parallel with Strategem development, I've spent a considerable amount of time researching all relevant areas of particle systems from offline rendering systems to realtime ones e.g. WonderTouchs 'Particle Illusion' or Max Paynes' 'Particle-FX'. I've focused not only on their features but also more importantly, the user interfaces, in particular features such as being able to set many attributes with a catmull-rom spline graph over unit-time as per 'Particle-FX'.
An area of particle generation that I've focused on is the ability to have a particle engine that can simulate more complex and dynamic effects where emitters move ballistic paths and don't simply generate from fixed points, planes or various volumes. Another critical feature was the ability to reuse particle definitions and form a library system where particles, emissions and overall effects can be reused. This leads to not only a neat feature but performance benefits as well.
To this end, I've come up with a system that I think rivals most, if not all, realtime particle systems and some offline ones as well. A pretty bold statement but this is more than talk and I will bring this to demo sometime early next year, you can count on that.
>>> Continued on next post ...
About the author
#142
07/26/2004 (11:06 am)
Will you be able to demo this at IGC 2004?
#144
... but, if i had gotten here a lil earlier, i would've said,
$20 would be a bargain... i would gladly license this at that price...
but if i made anything that brought me in some real revenues, i would definitely make it worth his while...
i mean, after all, it's his work that frees me to concentrate on the game that i'm making, as opposed to bustin my hump trying to do what Melv appears to have already succeeded at...
... and it's also his work that is adding to the value of it appearance wise...
in short, in appreciation for letting me leverage his talents, i would take care of those who's shoulders i climbed on if i got lucky...
--Mike
09/20/2004 (6:16 am)
The discussion seems to have moved past the pricing stage... and from what lil i can gather from some more recent news, it seems as if the Particle Editor/Engine may have even found its way into 1.3 (?) ...... but, if i had gotten here a lil earlier, i would've said,
$20 would be a bargain... i would gladly license this at that price...
but if i made anything that brought me in some real revenues, i would definitely make it worth his while...
i mean, after all, it's his work that frees me to concentrate on the game that i'm making, as opposed to bustin my hump trying to do what Melv appears to have already succeeded at...
... and it's also his work that is adding to the value of it appearance wise...
in short, in appreciation for letting me leverage his talents, i would take care of those who's shoulders i climbed on if i got lucky...
--Mike
#145
09/20/2004 (6:23 am)
I'm not so sure the new particle editor has anything to do with this, I'm relatively certain the particle system itself hasn't significantly changed recently...
#146
09/20/2004 (6:26 am)
No it has nothing to do with the Head...
#147
Don't be silly by all mean please charge for this. $20 sound like a good deal, low enough for us average people and with the crapload of purchas I'm sure you'll get some well deserved dosh for it. I feel almost guilty using all your other stuff which you've donated for free.
You've got a solid record and heck I was thinking just the other day if only I could create some more stunning effects. and with an editor too then bonus, punching out scripts takes ages ;)
Hmmm or what about $20 for the bare basics with a few example and you pay a bit more and you get a tonz of examples and libraries of particles and effects?
11/25/2004 (5:51 am)
Melv,Don't be silly by all mean please charge for this. $20 sound like a good deal, low enough for us average people and with the crapload of purchas I'm sure you'll get some well deserved dosh for it. I feel almost guilty using all your other stuff which you've donated for free.
You've got a solid record and heck I was thinking just the other day if only I could create some more stunning effects. and with an editor too then bonus, punching out scripts takes ages ;)
Hmmm or what about $20 for the bare basics with a few example and you pay a bit more and you get a tonz of examples and libraries of particles and effects?
#148
The current particle system is rather weak and is not going to provided the effects that I need. I have no problems with coding a new system (or at least extending the current one), but if there is already something out there that will meet my needs...
05/25/2005 (4:56 pm)
What's the status on this?The current particle system is rather weak and is not going to provided the effects that I need. I have no problems with coding a new system (or at least extending the current one), but if there is already something out there that will meet my needs...
#149
B--
05/25/2005 (5:27 pm)
Kevin: I believe this has been added to the engine. press F5 when in game. Make sure you are NOT in the F11 menu, just the regular first person mode.B--
#150
That would be the current particle system, which clearly does not support the features Melv's system would provide.
05/25/2005 (7:48 pm)
@Brandon:That would be the current particle system, which clearly does not support the features Melv's system would provide.
#151
If its critical then you'll probably have to implement something yourself in the meantime.
Hope this helps a little,
- Melv.
05/26/2005 (12:43 am)
There have been discussions fairly recently on porting something similar to the T2D particle engine to TGE. I cannot give you dates on this as I wouldn't be the one directly involved in its production (way too busy with T2D).If its critical then you'll probably have to implement something yourself in the meantime.
Hope this helps a little,
- Melv.
#152
05/26/2005 (12:43 am)
Just to voice in, I'd love to see this either for cash or as a resource... heck even hacked up partially-functional source would be sweet.
#153
I'm with OneST8... Any chance of getting your source, even if it's non/partially-functional? If it's something I can build on, that would be great. At the very least, creating a full resource from it seems like something that would be productive for everyone.
05/26/2005 (8:55 pm)
Thanks for the update, Melv. I'm with OneST8... Any chance of getting your source, even if it's non/partially-functional? If it's something I can build on, that would be great. At the very least, creating a full resource from it seems like something that would be productive for everyone.
#154
05/26/2005 (9:03 pm)
$50.00 for whomever submits this (or something as capable) as a working resource. I know it's not much but it's what I can offer.
#155
05/26/2005 (11:09 pm)
Sweet! I'll get right on it! It might be a couple months though. =)
Torque Owner Jason "fireVein" Culwell