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Thread: Particle effect viewer project

  1. #1

    Particle effect viewer project

    Hi all,
    I found this project today on gamedev.net, and it looks frigin' mega awesome!!!

    http://www.gamedev.net/community/for...opic_id=512130

    I gotta try and convert it to pascal so I can use some of the effects in my games!!

    I downloaded all the stuff, and tried the executable - one word, wow!!

    When you run it, hit the '0' key first to do the user definable particle script - you will get 'blown away'! LOL

    cheers,
    Paul

  2. #2

    Re: Partice effect viewer project

    That looks super cool.

    Seems like he made some kind of scripting tool because I see a tokenizer source-file.
    Converting it to pascal seems doable, but still, don't underestimate it.
    It might be easier to just study the files and program your own similar particle engine.

    Anyways, I'd be interested in getting this working in Delphi/FPC.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  3. #3
    Legendary Member NecroDOME's Avatar
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    Re: Partice effect viewer project

    Looks like a more advanced version of my particle engine (script). However I do not use a script, I simply use a configuration file. This file describes the parameters used to spawn, move (transform) and display the particles over time.
    NecroSOFT - End of line -

  4. #4
    PGDCE Developer de_jean_7777's Avatar
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    Re: Partice effect viewer project

    That's quite impressive. I wish I had something like that in my engine (perhaps one day ). Well, this might be a bit too much for me, so I'll try starting off with something simple, but will definitely strive to achieve this kind of awesomeness. As well as NecroDOME, I also thought about using config files, but I guess they can only take you so far.

    @Paul. In case you do get this to FPC, I hope you'll show it to us.
    Existence is pain

  5. #5
    Legendary Member NecroDOME's Avatar
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    Re: Partice effect viewer project

    Actually it's not that difficult. If you have a particle engine in place you would have some parameters you can tweak, just grab these from a file and your done.
    The screen shots just have nice textures which is the 2nd most imported thing about a particle engine.
    NecroSOFT - End of line -

  6. #6

    Re: Partice effect viewer project

    Actually, there already is a particle system with editor, sources (on pascal). Which seems faster and more flexible. But who cares?
    This one has much nicer textures!
    So let's do Pascal headers for this!

  7. #7

    Re: Partice effect viewer project

    Quote Originally Posted by Mirage
    Actually, there already is a particle system with editor, sources (on pascal). Which seems faster and more flexible. But who cares?
    This one has much nicer textures!
    So let's do Pascal headers for this!
    Ok, I get your point. Can you tell us which particle engine you're talking about exactly?
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  8. #8
    Legendary Member NecroDOME's Avatar
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    Re: Partice effect viewer project

    Just nicer textures so just make pascal headers for it? That doesn't make sense... Every particle engine looks nice if you use the correct textures.
    NecroSOFT - End of line -

  9. #9

    Re: Partice effect viewer project

    Quote Originally Posted by NecroDOME
    Just nicer textures so just make pascal headers for it? That doesn't make sense... Every particle engine looks nice if you use the correct textures.
    I know, but I smell some sarcasm in Mirage's post, So I'd like to know which engine he's referring to?
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  10. #10

    Re: Partice effect viewer project

    looks good
    my prefered particle system is that in Tomb Raider series , especially Tomb Raider Anniversary ( fire and water ) look real

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