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@ > > > > > > > > _______________________________________________ > > 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