Particle Sys. Optimizations?
by Stephen Clark · in Torque Game Engine · 08/09/2004 (7:49 pm) · 16 replies
Has anyone done some optimization work on the particle system? I'm using the "Advanced Particle System" resource and there are a few comments in there (from the original code I think) that say "DMMFIX: lame and slow"... wondering if those were parts that should be worked out first...
One does a sort on the particles, is this just for proper alpha?
The other one updates the ObjBox??-why? cant I just set it onAdd?
Any ideas, references to threads or resources would be much appreciated.
thanks,
-s
One does a sort on the particles, is this just for proper alpha?
The other one updates the ObjBox??-why? cant I just set it onAdd?
Any ideas, references to threads or resources would be much appreciated.
thanks,
-s
#2
08/10/2004 (9:11 am)
Brian: Sweet! Finally, a GPU-based particle system. I hope it still has software fallbacks, though. :)
#3
08/10/2004 (11:15 am)
But can most of that be backported to TGE easily :)
#4
I think the single call would help my speed issues tremendously. Any chance of that code being stuck in some branch/file?
Thanks,
-s
08/10/2004 (10:41 pm)
Oooh cool... how is TSE coming along anyways? TGE owners dont have access to the TSE forum which I feel is bunk!I think the single call would help my speed issues tremendously. Any chance of that code being stuck in some branch/file?
Thanks,
-s
#5
08/11/2004 (7:39 pm)
Most of Brian's optimizations are built around TSE's new graphic's layer. Functionally the particle system works the same way.
#7
08/15/2004 (9:31 am)
Are the TSE particle emitters going to beable to have multiple particles? I hate it when I want fire that transitions into smoke, but can't get it in one particle.
#8
@Josh - Same functionality, different rendering code. If you need it you could always add it. :)
08/15/2004 (11:46 am)
@Stephen - look at what Brian did, maybe? :)@Josh - Same functionality, different rendering code. If you need it you could always add it. :)
#9
08/15/2004 (11:53 am)
My wildest dreams are to see Melv's particle work in T2D show up eventually in TSE in one form or another. The possibilities combining the flexibility it offers plus shader-enabled particle surfaces are staggering. :)
#10
08/15/2004 (3:49 pm)
I don't think I could add that w/o alot of work.
#11
Is Melv's code pretty good too? I could take a stab at integrating that otherwise if it would be prudent.
-s
08/15/2004 (5:55 pm)
I would love to get my hands on Brian's new PE code, but alas, its in TSE not TGE correct? I would be willing to see if I could get it to work w/ TGE though. Is Melv's code pretty good too? I could take a stab at integrating that otherwise if it would be prudent.
-s
#12
In a recent plan I asked if it'd ever see TGE/TSE and he replied that he'd ultimately like to roll it back into his existing TGE particle project, but I'd suspect (read: complete guess) that'd be quite a bit down the road before that'd happen, with the impending baby and all.
08/15/2004 (6:27 pm)
Melv's stuff isn't released yet (his latest stuff is in his 2D project) but the feature set is awesome.In a recent plan I asked if it'd ever see TGE/TSE and he replied that he'd ultimately like to roll it back into his existing TGE particle project, but I'd suspect (read: complete guess) that'd be quite a bit down the road before that'd happen, with the impending baby and all.
#14
08/16/2004 (5:14 am)
Did you fix the culling on particles? Theres this problem where if you have a huge explosion or emitter, all the particles dissappear when the center of the explosion leaves the view. I'd like to see culling done per-particle or maybe just a variable that defines the culling size.
#15
08/16/2004 (2:14 pm)
I belive that Melv's PE is for his 3d game, Stratagem.
#16
-s
08/16/2004 (2:32 pm)
Yeah, I havent fixed that as its not an issue for what I'm doing, and I would think the call to update the mObjBox would do it, but perhaps not? I would rather calc the objbox based on the emitter data at the beginning, and it might not be totally accurate, but I could pad it or calc something based on offsets and velocity maybe?-s
Torque Owner Brian Ramage
Black Jacket Games
So, yes ;)