Game Development Community

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.

#1
09/11/2007 (12:26 pm)
IFL's are probably less processor-intensive but a little testing could help settle the matter quickly.
#2
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
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
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).