LOL, just making sure I got my point across. :-) ----- Original Message ----- From: "Persuter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, June 27, 2002 10:15 PM Subject: RE: [hlcoders] Particle System
> 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

