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