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Custom particle system for trails

by Andreas Heldt · in Torque Game Engine · 08/14/2005 (1:42 pm) · 1 replies

I have some questions about implementing a custom particle system thats better for contrails than billboarded sprites.

My idea is to draw a kind of cylinder around the axis where the object flew along.
As far as it should be easily plugged in into the existing particle system stuff I thought about inheriting from ParticleEmitter. But it seems this is not the right place to do such things because each particle is rendered on its own and that would be a waste because this cylinder could be drawn faster with strips. Also I noticed there are only drawBillboarded and renderBillboarded and renderOriented Particles methods.
So, where should I begin?

Has anyone some experience with this?

#1
08/15/2005 (11:03 am)
Most of the things I've seen for that sort of effect (like HL's rocket trail) is actually done using a strip of geometry that always faces the player.

Particles are rendered individually in TGE, I think, while TSE batches them.