Yeah, it boils down to whether it runs fast enough for your application.
Static memory allocation is going to be somewhat quicker, but I just
CAN'T see the justification, personally. Especially given the HIGHLY
variable nature of the beast, in that one minute you might have no
particles, the next you might have explosions galore in the middle of a
blinding snowstorm. Moreover, it's more difficult to dynamically assign
more space to one system with static arrays and maintain the
consecutiveness. In fact, in terms of dynamically assigning space, I'm
guessing linked lists are going to be faster in most cases, since if you
want to maintain consecutive layout, it's time to screw with where
everything else is.

But the statement "linked lists are too slow" is just hands-down
ridiculous. Are they slower than static? Yes. Are they too slow?
Absolutely not. Again, my particle system and many others that are based
on linked lists run perfectly fine.

Persuter


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Josh Coyne
> Sent: Thursday, June 27, 2002 7:11 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Particle System
>
> well he does have a point. linked lists arent exactly the fastest
things
> around. They however are easy to implement; so chances of bugs, and
> further
> yet memory leaks are lower if you understand what the concepts are. In
the
> end i suppose it just boils down to personal preferences.
>
> ----- Original Message -----
> From: "Miguel Aleman" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 27, 2002 6:04 PM
> Subject: Re: [hlcoders] Particle System
>
>
> Look Scott, if you don't have the time to enter this argument then
simply
> don't. That must of been the most arrogant comment I've heard this
week.
>
> ----- Original Message -----
> From: "Scott Velasquez" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 27, 2002 4:31 PM
> Subject: RE: [hlcoders] Particle System
>
>
> 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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> > > >
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> > > >
> > > > _______________________________________________
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> > >
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> > > >
> > > >
> > >
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