Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    162
  • comments
    262
  • views
    167467

Untitled

Sign in to follow this  
OrangyTang

127 views

Updated the fireworks night thing with some extra eye candy, same links as before:

Clicky (or launch windowed)

The great thing about data-driven particle systems is it's really easy to tweek and add new effects. The problem with data-driven particle systems is that it's too easy to tweek, and I spend ages deciding the exact angular velocity (etc.) I want the particles to have to look 'just right'. [grin] The xml ends up looking something like: (about eight or nine chunks like the two here make up the current effects)


sparksSystem = "fireworkStream.particleFX"
smokeSystem = "smokeStream.particleFX" >





particles = "64"
image = "spriteimage.StarHalo"
colourGrid = "SparkleVivid.colourGrid" >







Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!