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Arriving late as usual...

Why do linked lists equal run-time allocation and de-allocation? Well,
yeah, ok, at /some/ point during execution you're going to have a
create some particles...but if you create a number of them at the
start, and just use those, then you're not constantly assigning and
freeing memory, there's no fragmentation, and you still get the fast
inserts.

A couple of comments I've seen suggest this how people are doing (as I
do). You have two lists. Active particles, unused particles. At start
up, you create MAX_PARTICLES particles and dump them all in the unused
list.

Whenever you need a particle, you simply move it from unused to
active. To render, iterate through the active list. No memory
nastiness required. When your program quits, clean up.

Yes, you're limited to a fixed number of particles, but you would be
with static allocation anyway, and with a bit of experimentation, you
can find a number that's not too wasteful without noticeably depriving
your effects of particles.

As is often the case, "somewhere" in between is the best solution :P

> 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
>>
>>

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[ cruise / www.casual-tempest.net / www.transference.org ]

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