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.

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