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| | #1 |
| Guest
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| particle systems i want to have some more algorithims, for manipulating the paths of particles, any one care to help me out? |
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| | #2 |
| Has a Masters in B.S. Join Date: Aug 2001
Posts: 2,267
| for what API? look around at these places. http://www.flipcode.com http://www.gamedev.net http://www.gametutorials.com check their tutorials and ask on thier forums.
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| | #3 |
| Registered User Join Date: Aug 2001
Posts: 403
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| | #4 |
| Pursuing knowledge Join Date: Jun 2002
Posts: 1,916
| well, for a basic fountain type thing, with gravity, you could do this... x=velocity*cos(angle) y=velocity*sin(angle)*-16(t*t) where t = time...those might be wrong, I haven't tested them, I just did it from memory, but they look right... |
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| | #5 |
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| i am using OpenGL i want to know, things like how do i make effects like those on Ms Media Player, specifically "flame", but i want to make that sort of effect in my program. (thanks for the gravity thing, i needed that for something else) |
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| | #6 |
| Pursuing knowledge Join Date: Jun 2002
Posts: 1,916
| well, for things like fire you will need particles to have a varying lifespan (within certain ranges), perhaps basing the life span partially on the angle they are projected at and part random. You'll need to change the color of the particle based on how long it's been in existence, and you'll need to alter the coefficient for the gravity (-16(t*t) is real world gravity, but it would make fire look strange) You could add some random fluxuations in the x component to add some distortion or turbulence type things, or a constant multiplied by t for wind... you'll need a lot of particles for the fire, but in a way, all particle systems are variations on the same principles. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some of my best thoughts have ended in a semi-colon. |
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