Hello Guys,
I would like to make more sophisticated particle effects with the actual implementation. I would need a least the particles x,y,z vectors and their pitch, yaw and roll variables to influence the emitters. Does anybody done this before and knows a bit more about the emitters structures and how to manipulate them.
Ideal would be particles like for e.g. http://www.x-pressive.com/ParticleCandy/ combined with particle engine's of N3XTD where you can use a mesh and its normals for the vectors.... How to code it with Ogre3D ???
Greets
Alexander
ParticleEmitter
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Re: ParticleEmitter
I have no idea, but this code might be helpful:
http://www.purebasic.fr/english/viewtop ... 12&t=18587
(Scroll down a bit)
http://www.purebasic.fr/english/viewtop ... 12&t=18587
(Scroll down a bit)
IdeasVacuum
If it sounds simple, you have not grasped the complexity.
If it sounds simple, you have not grasped the complexity.
Re: ParticleEmitter
I doesn't know anything about this other engines. But for the build-in OGRE, youA.D. wrote:Ideal would be particles like for e.g. http://www.x-pressive.com/ParticleCandy/ combined with particle engine's of N3XTD where you can use a mesh and its normals for the vectors.... How to code it with Ogre3D ???
have only the commands documented in the helpfile in "Particle" and there is no
command to use meshes. And i think OGRE uses Billboards for this effect, not
meshes. You need to use material-scripts, and with this it should be very
much possible, what an particle-effect can be.
command to use a particle-script.
MFG PMV
Re: ParticleEmitter
Well, i will have to write my own particle engine for it. The thing is i am very poor at vector math and not sure i can do it. maybe i will spent some money on particle candy because the source code is included too. With it i could (try) to convert the code into purebasic. I intend to use common quads for the particle engine as they can be rotated freely. Hope this will work. Alexander
Repeat
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