On Wed, Nov 17, 2010 at 6:53 AM, Cory de La Torre <gear....@gmail.com> wrote: > Yeah it's nearly identical in functionality Tony, but definitely not in > perf. The last time I went and did impact based particle systems for gunfire > it didn't work out so well (*This of course included general particles in > the overall scene such as fire, falling water, blood effects, env stuff*). > > Regardless of how optimized they are, it's the fact that multicore has been > utterly broken. I'm sure that if it wasn't particles wouldn't hog up the > only core HL2.exe is using.
Works for me. You have to run several separate effects to get them simulated on different threads (and cores). Children/parent can exchange data within particle effect so it's not split between threads. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders