I don't have the time to get into this argument, but there is a reason that games like Half-life\QuakeX prefer static allocation; speed! There is no reason you need infinite particles.
Basically this boils down to the good 'ol speed vs. memory argument. People have argued this for decades. I would, however, argue that linked lists would be the better choice though if you were developing on a restrictive platform where memory is limited. Of course you could just limit the max_particles to a very small size! See what I mean! ;} Scott Velasquez Programmer Gearbox Software (www.gearboxsoftware.com) ------------------------------------------ re�cur�sion n.: See Recursion. ------------------------------------------ -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman Sent: Thursday, June 27, 2002 3:01 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System Linked lists are the best way I know of to do a particle engine. You save processor time during allocation of new particles and even more during deallocation. The ability to have virtually infinite particles is also a plus. ----- Original Message ----- From: "Tom" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 27, 2002 1:56 AM 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

