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Not dead...

Random numbers are the devil!

Posted by phantom, 05 June 2010 - - - - - - · 174 views

So, as my last post mentioned I had integrated some random number generators into my particle system and the results were very pleasing; once I had the code I could fade particles out with random 'group of four' life times and all was good.

So, I decided to test for speed the other night and hit a slight problem; trying to spawn 1,000,000 particles...

Particles and Unemployment

Posted by phantom, 26 May 2010 - - - - - - · 254 views

The particle system is moving forward; I've fixed various update, clean up and spawning errors in the last few weeks.

I've also integrated the C++0x/TR1 random number generators and after a bit of a play I've decided I probably need to make those 'plugable' as well as you can get some intresting effects just by varying the system used to return the random...

More Particles

Posted by phantom, 27 April 2010 - - - - - - · 183 views

I spent a bit of the weekend, between Civ4 sessions and starting a reply of COD4:MW, working on getting a renderer hooked up to the particle system.

The practicle upshot of this was that I had to finish off said particle system and the logic to make it run... ok, so it still doesn't render (I'll be PIXing the hell out of it wednesday evening to figure...

More Particles

Posted by phantom, 02 April 2010 - - - - - - · 202 views


Today was a bank holiday.
So I decided that as I'm not going to be about the rest of the weekend it would be a good time to do "bad things" [grin]

As I've mentioned before now I've been (on and off) working on a particle system type thing, but more 'off' than 'on' of late. Today I decided to crack on and get some stuff done on...

C++0x as per VS2010

Posted by phantom, 13 March 2010 - - - - - - · 200 views

So, I've come to a conclusion about C++0x; I do love the lambda stuff [grin]

float multiplier[] = { -1, 1};
int i = 0;
int j = 0;
std::for_each(dataPoints.begin(), dataPoints.end(), [&](PointAffinity dataPoint)
pData.m_driveValue = bands[dataPoint.side][j] * multiplier[sourceSelect] * 7.0f;
pData.position =...

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