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

Reply via email to