Game Development Community

1.7.0 release particle emitter bug

by Mike Rowley · in Torque Game Engine Advanced · 04/26/2008 (8:16 pm) · 2 replies

If you add more than one emitter to an object, tgea will play them one at a time.

datablock ParticleEmitterData(FireWorksExplosionEmitter)
{
   ejectionPeriodMS = 200;
   periodVarianceMS = 100;
   ejectionVelocity = 2; //1
   velocityVariance = 0.50;
   ejectionOffset   = 2.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvances = false;
   particles = "FireWorksExplosionParticle0  FireWorksExplosionParticle1  FireWorksExplosionParticle2  FireWorksExplosionParticle3";
};
What happens in tgea is that each time the particle explodes, one of the emitters will render instead of all 3.

In TGEA screenshot
In TGE screenshot

As you can see, the explosion emitter works as expected in tge, but Not tgea.

#1
04/27/2008 (5:18 am)
The TGEA particle system has a one texture per emitter requirement. This means that all off your particles must share the same texture. What you need to do is create a tiled texture and assign texture coords in each particle so that each uses a different tile.

This is not a bug but a change in functionality for improved batching performance and it's documented here:
tdn.garagegames.com/wiki/TSE/Particles
#2
04/27/2008 (9:03 am)
Ok, thanks Jeff. I didn't know that.