Particle Systems for TGE1.3
by Valador, Inc. · in Torque Game Engine · 09/05/2008 (7:59 am) · 9 replies
I've been programming with TGE1.3 for a couple of years.
And lately, I've been looking for other alternative particle system packages that may or may not exist for use with TGE1.3. I know that TGE1.3 supports the Particle, ParticleEmitter, and ParticleEmitterNode classes (with the associated datablocks), and all I have to do in order to implement it, is correctly setup the datablocks and declare an instance of the ParticleEmitterNode class in my game. And, presto, I have a particle system.
Does TGE 1.3 particle system account for the mass of other objects, and the slight (however negligent) gravitational pull all objects with mass exert on each other? I'm assuming the answer is NO. Are there other alternative particle systems available that will plug into TGE 1.3? If so, what are they?
Thanks.
And lately, I've been looking for other alternative particle system packages that may or may not exist for use with TGE1.3. I know that TGE1.3 supports the Particle, ParticleEmitter, and ParticleEmitterNode classes (with the associated datablocks), and all I have to do in order to implement it, is correctly setup the datablocks and declare an instance of the ParticleEmitterNode class in my game. And, presto, I have a particle system.
Does TGE 1.3 particle system account for the mass of other objects, and the slight (however negligent) gravitational pull all objects with mass exert on each other? I'm assuming the answer is NO. Are there other alternative particle systems available that will plug into TGE 1.3? If so, what are they?
Thanks.
#2
I do have another question about the default TGE 1.3 particle system:
I read in "The Game Programmer's guide to Torque", that the particle system is just a billboard 2D sprite particle system. Is that correct? Is there a way to design a particle system that uses models (.dts) to represent the particles, instead?
Thanks
09/05/2008 (11:04 am)
Thanks for the info.I do have another question about the default TGE 1.3 particle system:
I read in "The Game Programmer's guide to Torque", that the particle system is just a billboard 2D sprite particle system. Is that correct? Is there a way to design a particle system that uses models (.dts) to represent the particles, instead?
Thanks
#3
09/05/2008 (11:43 am)
Yes, AFX does something similar to this. It improves the particle system and controls, but its slightly more complex, but it does allow for the use of DTS objects, in a manner similar to the particle emmiter. I recommend looking at some of the AFX effects. It might be closer to what your looking for, in terms of a "better particle system". Anything else would have to be a complete rework of your system. since AFX is based on alot of the lighting kit code, which i believe is not in 1.3 unless you have the upgrade.
#4
09/05/2008 (11:56 am)
Valador, please go back and edit your posts, your refreshing the same page, it creates reposts.
#5
For example, add a field to the ParticleEmitterDatablock for dts file name, in onAdd allocate a TSShape, then when particles are added/removed you need to allocate/deallocate TSShapeInstances. Then in prepRenderImage you call TSShapeInstance->render on all existing TSShapeInstances. You might look at TSStatic for an example of allocating and rendering dts(s).
09/05/2008 (12:11 pm)
It is not net up to do this right now, but the changes would not be difficult, if you understand how to allocate and render TSShape / TSShapeInstance.For example, add a field to the ParticleEmitterDatablock for dts file name, in onAdd allocate a TSShape, then when particles are added/removed you need to allocate/deallocate TSShapeInstances. Then in prepRenderImage you call TSShapeInstance->render on all existing TSShapeInstances. You might look at TSStatic for an example of allocating and rendering dts(s).
#6
Also, just to make sure there's no confusion here, you do mean TGE 1.3 and not TGEA 1.0.3 right?
09/05/2008 (12:22 pm)
Actually, the default particle system does make use of .dts shapes for some particles. The crossbow explosion, for instance, uses one for the debris. I'm fairly certain this was still the case back in 1.3, it's been some time since I've dealt with that version.Also, just to make sure there's no confusion here, you do mean TGE 1.3 and not TGEA 1.0.3 right?
#7
09/05/2008 (12:23 pm)
Correct. I'm talking about TGE 1.3, only.
#8
09/12/2008 (2:17 pm)
Technically the particle system itself does not handle DTS shapes. This has been special-cased into the Debris class. Take a look at that and its support classes.
#9
I'm trying to find documentation on how to setup the equivalent of a particle system, that uses the Debris class: so I can have a particle system of 3D objects (shapes).
Does anyone here have some basic instructions (at least) that I could use to setup (or an example of a basic Debris-based particle system)? I'd appreciate that very much.
Thanks alot for your assistance so far guys.
09/15/2008 (7:54 am)
Thanks for letting me know about the Debris class.I'm trying to find documentation on how to setup the equivalent of a particle system, that uses the Debris class: so I can have a particle system of 3D objects (shapes).
Does anyone here have some basic instructions (at least) that I could use to setup (or an example of a basic Debris-based particle system)? I'd appreciate that very much.
Thanks alot for your assistance so far guys.
Torque 3D Owner Edward
As for specifically for 1.3, i dont think there is any direct alternatives. AFX has several new particle system changes, that gives AFX basically psuedo-TGEa for its particle systems