> >I just wanted to say that i've gotten a 1.2.1 particle system working that uses > a giant QuadArray and BY_REFERENCE members for quick insertion/removal. > > > >Particles are defined as quads with their own offset transforms (for > scaling/rotation/position offset) and hook into a simple > position/direction/lifetime particle movement system. These quads all share > Appearance data as well, so you can create alpha/additive textures and apply > them the object to get cool particle effects. > > > >For numbers, I can get decent performance with (tested so far) 400 particles on > the screen (with one texture unit) at once. This totally blows away the other > method I've tried for a system, which was individual TriangleStripArray's per > particle. With that system, I capped out at 40.
Chris � what O/S, what kind of CPU, and what kind of graphics card are you using? I ask because this doesn't sound like it is very fast. What kind of "physics" calculations are you applying to each particle. FWIW I managed to get 5000 thousand particles at 50fps+ using a GeForce 3 and Pentium 4 1.7GHz) and Java3D 1.2.x. This is with simple physics only � i.e. bouncing off a single floor plane � but everything is parameterised and flexible. I don't have per-particle transforms (i.e. per particle rotation) built in. Please don't think I'm bragging with this � I'm just curious as your approach sounds similar to mine and our results very different, so I guess yours are much more sophisticated than mine in the math department. What I have done with mine is take extreme care � there is never any memory allocation at all while the particle system is running. I'm not using byRef geometry in the example I cited � perhaps that's it. My system has the geometry writing abstracted so byRef can be done, but I guessed that not using byRef is faster and I don't care about memory at the moment. Other aspects are abstracted too, and this doesn't seem to add a major performance hit. The above figures are for particles composed of 2 triangles, with a single alpha-blended texture being used. Marc ==========================================================================To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
