At least we came to some sort of consensus. To Botman: I just did not appreciate Scott's, "I am too smart, I know I am right, I don't have the time for this..." attitude. Then again, I haven't really talked to very many people this week either... :P
----- Original Message ----- From: "Persuter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 27, 2002 7:20 PM Subject: RE: [hlcoders] Particle System > 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 > > > > > > _______________________________________________ > > > > > > 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 > > > > > > > > _______________________________________________ > > 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

