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fxSwarm TGEA

by Shaderman · 03/06/2008 (11:37 am) · 2 comments

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I've ported Dylan's work to TGEA (1.0.3). Here's the original description (copied from his resource):

This is an object that makes swarm particles (not the same as other particles) move in a swarm. There are many options that can be changed to affect how the swarm moves. It was based on Melvs fxRenderObject.

The swarm can be told to go somewhere, follow itself (swarm around) or it can be paused.

Ive implemented a VERY simple optimisation thingy that will add or remove particles based on a target fps that the user inputs, this is useful as all the particle vector calculations are done in the render function which means that the particles will calculate more and move more if you have a faster system, so this system will add more particles to make it run smoothly (a sort of primitive frame limiter).

It does not interact with anything else at this time, and the particle positions are not broadcast over the network, so each client will probably have a different version, so it is not very useful for games that need everything to be synchronous.

It can be given a texture that is then used to render the particles as billboards, but if none is given, they are rendered as points.



It was origionally started as an interest and lead to what you see now. It could be used as a swarm of flies over a carcas or as a swarm of bees that moves around a flowery meadow. Its up to you.

There is a much more detailed readme in the zip file.

#1
03/06/2008 (2:34 pm)
Hmm i may need to try this out to get a better understanding of what it does.
#2
03/14/2008 (3:06 pm)
Its a great resource, you can add flies to your dead bodies (a la Quake 2)