EXACTLY. So quit dissing Percy's poor particle system and answer his
OTHER question! /me points frantically.

Persuter

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Miguel Aleman
> Sent: Thursday, June 27, 2002 10:34 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Particle System
>
> Iain, I'm not sure how you interpreted Scott's comment. If he mean
what
> you
> said he could have said something such as "Sorry I cannot be more
> detailed,
> but I'm too busy to debate..." or "I'm short on time, but in a
nutshell my
> opinion is...". However, he insisted on saying something much more
> abrasive
> than was necessary.
>
> On to the particle engine topic, which is infinitely more
interesting...
>
> Sure, having the ability to create a *variable* number of particles is
a
> plus by using a linked list over an array. Why have 20,000 dormant
> classes/structures taking up memory when you don't have to? How about
> allocating new particles? Are you supposed to scan through the entire
> array
> each time you wish to create a new particle to find that indexes 919
and
> 9294-12300 are free? By using a linked list, you can simply store a
> pointer
> to the last particle and then add on to it as necessary.
>
> Rendering particles in a linked list would take about the same amount
of
> time as rending particles in an array. Using the array, you would
> increment
> the index, test the particle's validity, and then render it. Using the
> linked list, you would render the particle, and then render the
particle
> connected to it until you reach the end of the list. Any speed
advantage
> would be negligible.
>
> A possible reason why indexes are used in engines such as Half-Life
for
> entities are because they are relatively long-life variables. You are
> never
> going have several thousand entities appear on the screen only to
later
> have
> them disappear in 3/4s of a second. Also, the number of (non-particle)
> entities in an entire scene is usually much less than the particles
used
> in
> one effect. Memory for these entities is a much less important
> consideration.
>
> Both methods have their advantages, but my opinion using linked lists
for
> a
> particle engine is much superior than using an array. Variable memory
> usage,
> speed during allocation, and most importantly, simplicity more than
make
> up
> for the lost speed during deallocation.
>
> ----- Original Message -----
> From: "Iain Farrell" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 27, 2002 8:55 PM
> Subject: Re: [hlcoders] Particle System
>
>
> > ----- Original Message -----
> > From: "Miguel Aleman" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Thursday, June 27, 2002 11:04 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.
> >
> > ------
> > he wasn't trying to be arrogant, he was just saying (basically) "I
can't
> > argue my point fully, because I am busy with other things (probably
> things
> > we want him to busy with)"
> > His point was simple though - you don;'t need a potentially infinite
> number
> > of particles, so link lists aren't necessarily the best answer
> (especially
> > when you may have to take into account slower machines)
> > I gather from his post, he's trying to say you should try and
estimate
> the
> > max. number of particles you'll need and use an array for that
amount.
> > you may be wasting memory, but on slower systems the sped increase
may
> be
> > more beneficial
> >
> >
> > ICQ : available on request
> >
> > "That's it - screw CNN, from now on - I'm going to rely on Porn
sites,
> > for news...."   -=[Clawz]=- in alt.games.half-life
> >
> > HL Mod Site : http://www.tfhl.net
> > AGHL Geek Code:
> > 78 M D T+ C- A+ Ca H+ K P S+ B Po* RGB+ I++ L3++++++ Sp- ICQ@
> >
> >
> >
> > _______________________________________________
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> >
> >
>
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