Also, if you use STL vice a home grown solution you get searching etc and near (if not 100%) auto growth on the fly ;) push_back baby push_back ;)
-Ron > -----Original Message----- > From: Persuter [mailto:[EMAIL PROTECTED]] > Sent: Thursday, June 27, 2002 08:38 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Particle System > > > People keep on saying this. How exactly are linked lists going to be > "too slow" for a particle engine? What in the world would you use, > arrays? This is exactly the sort of place you should use linked lists. > Linked lists are very slow for sorting and searching, due to their > sequential nature. However, they are perfect for iterating > over a large > range of data. I have no sorting or searching, thus I feel > that a linked > list is really the only option. > > As long as you make sure that you're careful about allocating memory, > you should be fine. My particle engine utilizes two lists per system, > one for particles to be displayed and one for trash particles to be > reused. Eventually what I might want to do is simply have an > engine list > for the trash particles, so that all the systems can dip into the same > pool. Anyway, though, the current system is plenty fast. > > Persuter > > > -----Original Message----- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED]] On Behalf Of Tom > > Sent: Thursday, June 27, 2002 2:56 AM > > To: [EMAIL PROTECTED] > > Subject: Re: [hlcoders] Particle System > > > > linked lists may be to slow for a particle engine > > > > ----- Original Message ----- > > From: "Yacketta, Ronald" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Thursday, June 27, 2002 12:24 AM > > Subject: RE: [hlcoders] Particle System > > > > > > > I am writing my own :) > > > > > > Just looking to peek at others work to see how things > were/are done > and > > > for some ideas. > > > Mine is using STL vice a stock home grown linked list > > > > > > -Ron > > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel > > > Aleman > > > Sent: Wednesday, June 26, 2002 7:20 PM > > > To: [EMAIL PROTECTED] > > > Subject: Re: [hlcoders] Particle System > > > > > > > > > Check out NeHe on gamedev.net (www.gamedev.net/nehe) for > a particle > > > system tutorial. Its in OpenGL, but its easy to change to TriAPI. > Get > > > comfortable with it and then you can write your own. > > > > > > ----- Original Message ----- > > > From: "Yacketta, Ronald" <[EMAIL PROTECTED]> > > > To: <[EMAIL PROTECTED]> > > > Sent: Wednesday, June 26, 2002 6:03 PM > > > Subject: RE: [hlcoders] Particle System > > > > > > > > > > I was just looking for a working particle system that I > could use > for > > > > ideas and to answer some of my own questions from, I am > in no way > > > > looking to use someone else's engine. I am in the mist of my own > > > > creation and just need something to peek at > > > > > > > > -Ron > > > > > > > > -----Original Message----- > > > > From: [EMAIL PROTECTED] > > > > [mailto:[EMAIL PROTECTED]] On Behalf Of > Persuter > > > > Sent: Wednesday, June 26, 2002 5:35 PM > > > > To: [EMAIL PROTECTED] > > > > Subject: RE: [hlcoders] Particle System > > > > > > > > > > > > Ron: what exactly is your question? The particle system recently > > > > discussed, I believe, was mine, which is available for any mod > that > > > > wants it. It is currently being used in Quest, Hostile > Intent, and > > > > something by C4 Software. > > > > > > > > Persuter > > > > > > > > > -----Original Message----- > > > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > > > [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald > > > > > Sent: Tuesday, June 25, 2002 9:25 PM > > > > > To: [EMAIL PROTECTED] > > > > > Subject: [hlcoders] Particle System > > > > > > > > > > Folks, > > > > > > > > > > I recall a recent conversation regarding the use / > tutorial etc > > > > someone > > > > > had of a particle system for HL. I went searching my > .pst's and > > > > > could not find a reference nor in the HL archives. > > > > > > > > > > Might someone know of a POC (Point Of Contact) for > the particle > > > > > system > > > > > > > > > that was discussed? > > > > > > > > > > Regards, > > > > > Ron > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > > > > archives, > > > > > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > > > > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders