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AppGameKit Classic Chat / 3D particles

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wargasmic
17
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Joined: 15th Oct 2006
Location: UK
Posted: 5th Apr 2013 05:54
Are they planned for AppGameKit? If so, any time soon?

I'm hoping to have my game ready for publishing in a couple of months, and my 3 major needs are blend modes, 3d particles and better shader support.
Cliff Mellangard 3DEGS
Developer
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Joined: 20th Feb 2006
Location: Sweden
Posted: 5th Apr 2013 16:58
Baxslash have already made a fully working 3d particles function for agk.
simply use the search function to find it
It have particles that Bounce of objects and Everything.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
wargasmic
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Posted: 5th Apr 2013 20:01
Yeah I've seen that.

While it looks cool and everything, I'd doubt it would be very efficient compared to native AppGameKit 3d particle support. Particles are usually drawn and updated differently than standard resources in order to be more efficient.

Add the fact that i want to make heavy use of particles, the system I use needs to be as efficient as possible.
baxslash
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Location: Duffield
Posted: 5th Apr 2013 20:42
Agreed, my simple example was not designed to be the solution, just an example of a temporary solution. I would love to see a proper implementation of something like the Spark wrapper made for DBPro... that would make a massive difference to the kit.


this.mess = abs(sin(times#))
Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 5th Apr 2013 20:43
One of the gotchas about the particle systems is that they don't always work on all graphics cards. This has been an issue for a long time and is one of the reasons others have created sprite based particle systems.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
wargasmic
17
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Joined: 15th Oct 2006
Location: UK
Posted: 6th Apr 2013 04:17
I never knew that Ancient Lady, why is that?

I imagine a particle system should work on all graphics cards since it's basically geometry and sprites/textures like anything else...just handled a bit more strictly and at a lower level (in AGK's case particles could be the base of objects themselves, but handled directly as particles skipping a lot of stuff that objects might need) for good performance.

Unless you mean particles strictly handled by the GPU, I don't get why a particle system would work on one GPU but not another.

Either way I started writing a particle system in tier 2 (I'm sick of saying tier 2....i wanna say c++)tonight using AppGameKit objects and will probably finish and test it out tomorrow to see how well (or not) it works.

PS: Does AppGameKit support billboards? The biggest challenge I see in my particle system at the moment is keeping particles that use a plane and an image facing the camera without having to calculate the angle manually. That will really slow the particle system down.
baxslash
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Posted: 6th Apr 2013 10:06
Quote: "The biggest challenge I see in my particle system at the moment is keeping particles that use a plane and an image facing the camera without having to calculate the angle manually"

You can use the "setObjectLookAt" command using the camera position. That's what I did with my example anyway.


this.mess = abs(sin(times#))
wargasmic
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Posted: 6th Apr 2013 10:46
Thanks baxslash, that's gonna be useful.
wargasmic
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Location: UK
Posted: 7th Apr 2013 03:59
This is fun

Ive attached a video of my first test with my 3d particle system in tier 2.

Each emitter burst is 2000 particles and is emitting meshes (each mesh is 6 triangles).

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wargasmic
17
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Posted: 7th Apr 2013 05:07
100 thousand particles at 10fps (as long as they have a constant lifetime), I think that's pretty good

the creation and deleting of the particles/objects causes mass slowdown bringing the game to a halt though so I think it's time to add some particle pooling
wargasmic
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Posted: 7th Apr 2013 05:20
57,412 particle burst attached.

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