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Particle Alignment - TGEA 1.7.1

by asmaloney (Andy) · 10/01/2008 (7:18 am) · 10 comments

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This is a straightforward port of Adam Larson's Particle Alignment resource to TGEA 1.7.1.

This was done in support of the upcoming TGEA version of the Shapes & Lines FPS Environment Kit by Todd Pickens.

From Adam's resource:

"The particle alignment resource allows the user to specify an alignment axis for particles in a particle emitter datablock. Currently the particle engine supports billboarding particles so they always face the camera, or aligning the particles so that they face along the velocity axis. With this, particles can be aligned to face along an absolute vector.

A simple usage example would be creating simple wave particles emitting from the player when running through shallow water. The particles would have an alignment axis of 0,1,0 (straight up) so they would look like they were rendering on the surface of the water.

There are two fields added to the particle emitter datablock: alignParticles - which should be set to true to enable absolute axis alignment; and alignDirection - which is the vector along which each particle should face."

#1
10/01/2008 (7:58 am)
W00t! Thanks for porting this.
#2
10/01/2008 (1:09 pm)
Thanks much for porting this!
#3
10/01/2008 (3:37 pm)
Awesomeness.
#4
10/01/2008 (5:16 pm)
Awesome
#5
11/25/2008 (12:47 pm)
hi all, I cant seem to figure out how to actually get this to work. it all compiles fine, but how do I recreate the aligned effect? I am trying to do the "walking through water, leaving ripples aligned to the surface" thing.
please could someone help me out with this?
#7
12/19/2008 (4:38 am)
PLEASE could someone help me setting up the wake effect as pictured here:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=15342

I've been trying for weeks now, and just cant work out how its done. I've done the particle alignment changes correctly, purchased the shapes and lines pack for the wake, Ijust cant work out how to get the player wake/ripple to work.

please, someone.
#8
03/08/2009 (8:31 pm)
Is a recompile of the engine necessary to do this? If so, do you open the .vcproj in Visual studio and do it?
#9
03/16/2009 (9:41 pm)
Okay, I tried to add this resource to TGEA 1.8.1 and I'm running into compiling problems and not sure what to do. So here's a link to the current files I have. I'm trying to get what "Jaimi McEntire" shows in the video here.
#10
04/24/2009 (5:04 pm)
Thanks!