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
> > > > _______________________________________________
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> > > > archives,
> > >
> > > > please visit:
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> > >
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> >
> > > please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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> > please visit:
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> > >
> > >
> >
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> >
>
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