Which costs less, IFL or particles?
by Rubes · in Torque Game Engine · 09/11/2007 (12:24 pm) · 6 replies
I'd like to implement a chandelier that contains 8 candles, and hence 8 candle flames. I'm debating whether to try and implement the flames as 8 individual IFLs or as 8 particle emitters.
Just wondering if anyone has insight into which is probably more processor-intensive.
Just wondering if anyone has insight into which is probably more processor-intensive.
#2
Using IFLs would be nice since I'd like to turn off the animation while the player isn't in the vicinity of the candles. A static IFL would look better than a particle emitter turned off if the player somehow could see it...
09/11/2007 (12:29 pm)
Thanks, Matt. I suspected as much...just looking for some thoughts before we try to do a bunch of work to test this.Using IFLs would be nice since I'd like to turn off the animation while the player isn't in the vicinity of the candles. A static IFL would look better than a particle emitter turned off if the player somehow could see it...
#3
It would be harder LOD out the particle systems.
09/11/2007 (12:33 pm)
You could possibly also LOD the IFL out whenever the Player is further away since a static candle flame would look decent at a distance.It would be harder LOD out the particle systems.
#4
09/11/2007 (12:41 pm)
Yeah, that's the idea...I'll have to look into how to do that, thanks...
#5
10/13/2009 (1:04 pm)
today 2009 and games like TGA 4 uses ifl for fire in the game.
#6
And it is easy to organize them using dds (if TGE supports dds).
10/13/2009 (1:55 pm)
Texel lods are also called mip levels.And it is easy to organize them using dds (if TGE supports dds).
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Night Heron Games