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ParticleEmitter

Posted: Wed May 11, 2011 3:34 pm
by A.D.
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

Re: ParticleEmitter

Posted: Sat May 14, 2011 10:07 am
by IdeasVacuum
I have no idea, but this code might be helpful:

http://www.purebasic.fr/english/viewtop ... 12&t=18587

(Scroll down a bit)

Re: ParticleEmitter

Posted: Sat May 14, 2011 11:45 am
by PMV
A.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 ???
I doesn't know anything about this other engines. But for the build-in OGRE, you
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. :) The real limit is, that there is no
command to use a particle-script.

MFG PMV

Re: ParticleEmitter

Posted: Sun May 15, 2011 1:07 am
by A.D.
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