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  • Re: Efficient Particle System Method

    [quote user="jwatte"]You can keep list of indices...[/quote] That's a really good idea. I think I'll do that. Cheers. It wouldn't solve the problem of me having to call SetData() many times, but I was thinking I could optimise this by only calling SetData() when there's a gap in the indices, adding the particles ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 05/12/2008
  • Re: Efficient Particle System Method

    It all depends on the parameters that the emitter is given as to how much they vary. I have a parameter called life and a parameter called lifeVar, from which a random value is taken and then added onto life. The problem comes when the particle system has been running for a while and the lives of the particles in the array vary a lot. If I ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 05/12/2008
  • Re: Efficient Particle System Method

    Ok. I've started porting my particle system onto the GPU. Essentially creating my own vertex type for the particle and then storing all the variables for the particle in the vertex type for processing by the shader. I'm assuming this is the right way to do it? Effectively, what's happened is that my Particle class has now become a ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 05/12/2008
  • Re: Efficient Particle System Method

    Ah, ok. So is the PrimitiveType enum for CPU only? EDIT: Forget I said that. For some reason I thought there were separate elements for points and point sprites in that enum...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 03/12/2008
  • Re: Efficient Particle System Method

    [quote user="Shawn Hargreaves"]I think you are under the misapprehension that point sprites are somehow complicated. They aren't: in fact they are the simplest and most efficient way to render a particle system.[/quote] I think you're probably right. When I said primitives, though, I was referring to points, rather than ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 03/12/2008
  • Re: Efficient Particle System Method

    Just another quick question. I'm looking at the 3D particle system and the shader seems to be set up to only use point sprites. I don't need point sprites at all. Is it possible to change this to draw primitives rather than point sprites? Sorry if it's a stupid question. I've never really done anything with shaders ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 03/12/2008
  • Re: Efficient Particle System Method

    [quote user="PaulCunningham"]List<T> isn't a linked list![/quote] Yeah, I know. I think I just see "list" and automatically stick "linked" on the front ;) Thanks for your help, everyone. I think it would probably be best if I just use the particle system sample. I was searching through these ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 03/12/2008
  • Efficient Particle System Method

    I'm writing a simple explosion particle system for a game I'm working on and I'm wondering if the way I'm doing it is efficient. Currently, I have a class called Explosion which contains an array of instances of a class called Particle. It's a fixed size array which is initialised when the Explosion is created to the ...
    Posted to XNA Framework (Forum) by SuburbanMonkey on 02/12/2008
  • Re: Loop a particular section

    I wasn't aware that the WAV format supported loop sections. Cheers, I'll try it out.
    Posted to Audio/XACT (Forum) by SuburbanMonkey on 15/11/2008
  • Loop a particular section

    I've made a short musical track for a game I'm working on. It has a five second or so intro and then goes into a fifteen second or so music loop which I want to just loop over and over. Currently I've just created a five minute track which plays the intro and then constantly repeats the fifteen second loop. I know this is a bad ...
    Posted to Audio/XACT (Forum) by SuburbanMonkey on 15/11/2008
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