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Program Announcements / Free particle system re-released

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Baggers
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Posted: 10th Mar 2006 13:08 Edited at: 10th Mar 2006 13:10
I have had a request that this be re-released so here it is in all it’s free particle glory.



Ok so Lets start from the top left:

Frequency: This lets you choose how many particles per second are made by the particle source.

Lock to Object: If you have an object that you wish to attach this source to (so that whenever the object moves the source does too) put the number of the object here.

Emitter Width, Depth, height: Sets the area the particles are emitted from. If wish to have a visual representation of this available tick the box marked “Show frame” at the top of the editor.

Start Size: Sets the size of the particle on creation

End Size: Sets the size of the particle when it dies

Life: Sets how many seconds the particle is alive for

Start/End Faded: The fade value of the particle on creation and death. Useful mainly in conjunction with ghosting (turned on with the “Ghosting” tick-box at the top of the editor) to make the particle more or less visible

Starting XSpeed, YSpeed, ZSpeed: These set the starting speed of the particle. If advanced is on (to activate it use the “Advanced” at the top of the editor) you to enter two values for each Speed, this lets you set a range of speeds the particle could be.

XAcceleration, YAcceleration, ZAcceleration: Sets how much the particle accelerates per second. As with speeds, if you go advanced you can set a range.

Bounce: This turns on particle collision. It means that particles can collide with objects. The bounce value sets how much of their energy is retained when they bounce (where 1 is all energy retained [NOTE: 0 means no collision, not no energy retained])

The tick boxes we haven’t talked about at the top are:

Show Toy: This shows a little object that you can use to experiment with particles colliding with objects. It’s a weird shape purposely for this.
Hold down the left mouse button while over preview window to move it and hold down right mouse button to slowly rotate.

Rotated: Randomly rotates a particle on creation. This means that one texture can be made to look a lot more varied.

Write Zdepth: Normally on. This disables Zwrite which causes some visual problems with some particles.

At the bottom we have:
YPosition: Sets how high above the ground the particle source should be.

Zoom: Lets you zoom in and out

Set Texture: Clicking here opens a windows Open dialog where you can choose the texture for the particle.

Test Speed:Hold mouse button down while over here to uncap the framerate and see how fast the particle run.

Ok: This saves the function used to make the particle source into the clipboard where you can paste it straight into your code

Ok so what do you need:
You need Sparky’s free collision Dll installed.
You can get it here:
That’s it !

Just include the BagParticle.Dba file in your code.

Initialise it at the start of your program with:
Gosub PSystemSetup

And make sure that these two functions are in your main loop
UpdateParticleSource()
UpdateParticles()

If this doesn’t make much sence have a look at the example I have included with the editor…it makes things much easier.

These are the only other functions you need learn:
PositionPSource(SourceNumber, x#, y#, z#)
For positioning the particle source

PSourcePositionX(sourcenumber)
PSourcePositionY(sourcenumber)
PSourcePositionZ(sourcenumber)
For retrieving the current position of the source.

DeleteParticleSource(num)
For removing a particle source

FreeParticleSource()
Will return the number of a free particle source slot.

Well thats about it, just before I head off heres some more pics of the editor in action and obviously the download link.






http://www.bouncyrock.com/Baggers/ParticleEditor/BagParticle.rar
Thats all folks!

M.I.A is pending
Oolite
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Posted: 10th Mar 2006 13:19
nice one

Sergey K
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Posted: 10th Mar 2006 13:58
yay. its back

good job Baggers!

zzz
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Posted: 10th Mar 2006 14:52
Cool!
Great work man!

DB newbie
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Posted: 10th Mar 2006 16:13
im downloading it now ok.

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Hawkeye
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Posted: 10th Mar 2006 16:25
Sweet Just when I start thinking about particles, this pops up again. Thanks a lot, baggahz dude!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Baggers
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Posted: 11th Mar 2006 10:31
No problem guys, thanks for the comments !

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Chris Franklin
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Posted: 11th Mar 2006 10:34
Nice thanks

Xarshi
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Posted: 11th Mar 2006 17:50
yay.you just solved my particle problem thankyou so much for this.

...
Baggers
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Posted: 11th Mar 2006 17:58
No problem, just let me know if you want anything added !

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Xarshi
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Posted: 11th Mar 2006 18:12
if we want can we build off of it?

...
Baggers
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Posted: 11th Mar 2006 18:40
Of course, this is open source !
What I would ask is that you at least send me a copy of what changes you make to the system, this way I learn some stuff and get new ideas.
Other than that...yeah modify away !

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ALPHA ZERO PRODUCTIONS
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Posted: 11th Mar 2006 19:59
thanx baggers

jasonhtml
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Posted: 12th Mar 2006 04:45
awsome! ive always wanted this cause i suck at particles

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=61108&b=8
DD Studios Website: http://www.geocities.com/jasonhtml/
Sergey K
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Posted: 13th Mar 2006 13:54
@Baggers: check your email. i emailed you a next version of my "Goga's Free DBP Plugin" (version 2.0) not finished yet though
but there is one command that should be very useful on your particle system.

Baggers
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Posted: 13th Mar 2006 19:09
GogetaX: Tis indeed, thanks man.

Jason & Alpha: Thank, great to know it's helpful....any feature requests ?

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jasonhtml
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Posted: 14th Mar 2006 06:25
yes, a nice feature would be the ability to add another particle system so that you could have fire and smoke and see the outcome all at once in the editor instead of switching from one to the other

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=61108&b=8
DD Studios Website: http://www.geocities.com/jasonhtml/
Baggers
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Posted: 14th Mar 2006 06:39
Nice idea!...May have to implement that in a later version.
Thanks

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Oolite
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Posted: 14th Mar 2006 12:57
i was thinking about a second particle system, it would be fun to make a firework particle effect, with the trail then the colour explosion.

Also, some more camera control would be nice aswell, nice..not essential

again, nice one!

Baggers
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Posted: 14th Mar 2006 13:04 Edited at: 14th Mar 2006 13:56
I could make it so you could save the effect as an instant.
Rather than a frequency value it would have a value for the number of particles to be made and you would just call the function when your firework died.

As for the trail for the firwork you can use the 'attach to object' feature and just pass in the number of the firwork.

Seems like a good idea actually...the instant effect thing. I may have a go at that soon as it would be really easy to code.

[EDIT]
More camera control...If you mean just a free fly cam that can certainly be done.

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Oolite
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Posted: 14th Mar 2006 14:28
by more camera control thats what i mean, the zooming is a little restricting..
As for the firework, i was just throwing an example out there of something useful with more than one particle emission..

Sergey K
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Posted: 14th Mar 2006 15:17
oh baggers, how about you will use also "object on screen" command on the particles to get better fps speed on it by hiding the particles that are not on the screen...

Baggers
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Posted: 14th Mar 2006 15:31
Oolite: Ok sounds good I'll have to stick a free cam feature in...should be easy as pie!

GogetaX: yeah thats very do-able. Do you want the particle's hidden or excluded?...If hiden then fine, but if its excluded I won't be able to test it as I am on DBP 5.8 and dont intend to budge until update 6 is well and truly out.

Ok by next week I will have a go at adding:
* Auto hiding of particles
* Better camera control
* Particle instants (one big burst of particles rather than a source)

Jason: sorry no multiple editing yet as its a fair bit of leg work for me. I will asses it though maybe it will be next weeks project.

Thanks everyone for the input.

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Sergey K
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Posted: 14th Mar 2006 16:10
Baggers
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Posted: 14th Mar 2006 17:57
Cool...that'll be easy. Consider it done with the other things.

Any more ?

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Sergey K
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Posted: 14th Mar 2006 18:23
humm.. how about range show/hide?
like, if the distance between the particle and the camera is more than 1000, then the particles will be hiden..

Baggers
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Posted: 14th Mar 2006 19:41
Do-able....consider it done !

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Baggers
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Posted: 20th Mar 2006 15:14 Edited at: 20th Mar 2006 15:59
Particle auto hiding and mouse cam have been made.
I'm going to add particel instants tommorow and then upload.
Probably won't be any more updates for a while as I'm working on my game engine and there is a good chance I will be heavily optimising this code for iit.
Obviously as soon as its done it's yours aswell.

[EDIT]
Just been reading through the source code....it's embarrassing how much wasted speed there is in there. The re-write will definately happen during my game engine writing. The next version is going to be fast!

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David R
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Posted: 21st Mar 2006 21:06 Edited at: 21st Mar 2006 21:07
If a particle isn't on the screen, isn't that just the equivalent of it being hidden anyway? I mean, if you hide it, its taken off the render queue, and same thing for when its off screen

I may be wrong, but I'm pretty sure hiding it when off screen has no effect

Quote: "Let's think the unthinkable, let's do the undoable, let's prepare to grapple with the ineffable itself, and see if we may not eff it after all."
Oolite
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Posted: 21st Mar 2006 21:17
cool i look forward to it baggers...

i think it was meant to be deleted off screen, because if its just off screen its calculating position etc still, so i assume everyone meant deleted...

i hope...

Baggers
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Posted: 22nd Mar 2006 06:29
OOlite: Nah it was meant to be hidden of screen

DavidR: Technically (as i remember, dont quote me on this) when it is off the screen it is still having alot of calculatins done on it...I'm not sure that it is totaly removed from the render list.
Sorry for being vague but I remember reading about it ages ago and I cant remember the details....only that I should hide things when they are offscreen !

All: Sorry for the delay, been working hard of speed testing functions for my game.

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Taboo54
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Posted: 23rd Mar 2006 16:36
OMG! Tat is cool!

Chris Franklin
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Posted: 7th Apr 2006 12:14
Error obatining source code

Theme park simulator wip

Sergey K
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Posted: 18th Apr 2006 13:13
hey Baggers, how about making a feature that will allow play images inside the particle system?

like.. you playing bitmap animation inside your particle system?

MyNewSite:http://gogetax.com
Forums(About BLO and more):http://gogetax.com/forum
coolgames
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Posted: 25th Apr 2006 00:06
Is their a limit on how many sources you can have?

zzz
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Posted: 25th Jul 2006 23:00 Edited at: 25th Jul 2006 23:03
*bumpeti-bump*
Maybe you´ve fixed this already, but if you´re using version 2 of the dbp collision dll then you have to change line 316-319 in "bagparticle.dba" to this:

That will make it compile without errors but I don´t know if collision will work though.
I´m using upgrade 6.1, but it should work with 6.2.

Oh, and awesome work baggers!

Baggers
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Posted: 26th Jul 2006 10:49
Wow, thanks man. No I hadn't upgraded this yet.

When I get back to England I'm going to be upgrading to DBP-6.2 and then I can release the new system.
The commands will be virtually the same but there are some damn large optimisations in the code...of course this will be free aswell.

That code makes sence, I assume it should work fine. If not I'll download sparky's new dll and try it out.

Thanks again

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X Trade
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Posted: 1st Aug 2006 01:48
i tihnk you'l find that hiding particles off screen will slow the system down rather than speed it up, due to the redundant checks you are doing. this is because all of the latest versions of DBpro (from 4+ i think) automatically hide objects off screen anyway.

www.AoFP.co.uk
zircher
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Posted: 3rd Aug 2006 15:41
The download link is dead, but the site is still alive. Any chance of getting this fixed soon?
--
TAZ

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Baggers
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Posted: 4th Aug 2006 09:50
Quote: " The download link is dead, but the site is still alive"

Oh yeah, Sorry about that...I'll ask Jonny about it when he is next online (it's his server).

X Trade: True but even a static hiden object still takes up some speed, wish I could remember the techy reason for this at the moment but I can't. Needless to say, excluding objects can really save on speed.
When I do upgrade to v6.2 I'll have a look at making the particle source an object and having the particles as limbs as this provides a significant extra boot.
Righto, best be off now, pretty busy here.

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Sergey K
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Posted: 4th Aug 2006 20:11
hey baggers, you could use the CurveValue() command for the particle system.. it will make it look better..

MyNewSite:http://gogetax.com
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Baggers
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Posted: 5th Aug 2006 16:14
Sergey...that made no sence!
Try specifying where exactly you want it used.

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Sergey K
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Posted: 5th Aug 2006 22:12
ok..
CurveValue will make the particle move smoother from the start to the end.

im not good at explaining, so let me make ya small FLASH example of how i want it to look like..


like starting with small speed and then heading to bigger speed.

MyNewSite:http://gogetax.com
Forums(About BLO and more):http://gogetax.com/forum

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Baggers
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Posted: 6th Aug 2006 18:37
It won't actually make things any smoother in this instance as the speed is curved by the acceleration value. This happens each loop so we can't really smooth it any further.

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ThomasFN
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Posted: 14th Aug 2006 21:29
lol this looks good get that darn download button to work lol

Bmad6
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Posted: 3rd Sep 2006 22:15
The link seems to be dead... unless I missed something...

Harvard's Law, as Applied to Computers:
Under the most rigorously controlled conditions of pressure, temperature, volume, humidity and other variables, the computer will do as it d*mn well pleases.
Jack
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Posted: 3rd Sep 2006 23:41
looks like that.

Sunflash
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Posted: 4th Sep 2006 07:50
yup, links broken

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Aaron Miller
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Baggers
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Posted: 4th Sep 2006 12:43
Slightly difficult to do that when for the last few weeks I've been Leaving my village and country and coming back to Uk. I havn't actually got time to find and upload this at this time, I'm very busy trying to get my footing here and get used to this kind of life again.
I will be back but at the moment coding is on a hold.
Sorry for this inconvinience.

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