• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    88
  • comments
    105
  • views
    70117

vortxGE 2.0 Particles 2

Sign in to follow this  
Followers 0
mixmaster

662 views

I've been working on the particle system again, fixed some issues and added some new features.

Video shows 1000 particles, emit rate 100 every 5 seconds and at death it sets each particles gravity to 0. Not sure what this feature could be used for but I just thought it would be cool to have :-)


[media='640x360']
[/media]


// ################################
// Test Particle system
asset_bs = new lsAsset_BulletShape( vortxge->getAsset_manager() );
asset_bs->Make_Box( 0.5, 0.5, 0.5 );
vortxge->getAsset_manager()->Add_Asset( "bullet/particlebox", asset_bs );

lsParticleEmitter *pe;
pe = new lsParticleEmitter( 1000, vortxge->getOpenGL(), demo_scene );
if( pe )
{
pe->position = lsVector3( 0.0, 25.0, 0.0 );
pe->setDeath_type( LSDT_PARTICLE_GRAVITY );

pe->Set_EmitRate( 100, 5*1000, 10*1000 );
pe->Set_Volume( 20.0, 5.0, 20.0 );

// Add light
demo_scene->setFoundNode(0);
demo_scene->Find_Node( demo_scene, "Spot" );
if( demo_scene->getFoundNode() )
{
lsLight *light = (lsLight*)demo_scene->getFoundNode();
pe->Add_Light( light );
}
// Set mesh
lsAsset_Mesh *amesh;

amesh = (lsAsset_Mesh*)vortxge->getAsset_manager()->Find_Asset( LSAT_MESH, "data/vbm/Cube.vbm" );
if( amesh )
{
pe->mesh = amesh->getMesh();
}
pe->Init( 1.5, asset_bs, demo_scene );
demo_scene->Add_Node( pe );

}



1
Sign in to follow this  
Followers 0


7 Comments


I was still having an issue with hiding particles before they were reset to spawn point, they still reacted with other particles, so I added this callback to my bullet world.

[Code]
bool lsFilterCallback::needBroadphaseCollision( btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1 ) const
{
bool collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);

//add some additional logic here that modifies 'collides'
btCollisionObject* obA = static_cast<btCollisionObject*>(proxy0->m_clientObject);
btCollisionObject* obB = static_cast<btCollisionObject*>(proxy1->m_clientObject);

// Get Scene nodes
lsNode *obj_A = (lsNode*)obA->getUserPointer();
lsNode *obj_B = (lsNode*)obB->getUserPointer();
if(( obj_A )&&( obj_B ))
{
switch( obj_A->getNode_type() )
{
case LSNT_PARTICLE:
// check physics disabled
if( obj_A->getHide() ) collides = false;
break;
}
switch( obj_B->getNode_type() )
{
case LSNT_PARTICLE:
// check physics disabled
if( obj_B->getHide() ) collides = false;
break;
}

/* Debug
cout << "Object A : ";
cout << obj_A->getName();
cout << " - hit Object B : ";
cout << obj_B->getName();
cout << endl;
*/
}
return collides;
}
[/Code]

I basically check both Nodes to see if one has Hide set to true, if so return false to ignore collision.
I also do other things to make sure the particle doesn't render etc..
1

Share this comment


Link to comment
LOL, it is a little annoying if you get stuck in the middle of them all, cant move... I really need to make something useful with this engine soon :-)

Any Game Designers starting out want a new engine to play with, drop me a message.
1

Share this comment


Link to comment
I would love to toy around with it, just playing 3 games of hockey a week. -.- Keep working on this though, my offer to use it still stands! :)
0

Share this comment


Link to comment
Hey man, your in for sure... But you should finish what you started first. And if you want any help I'm ready to put my hand up... Never discard anything your working on. Your game concept is sound and may make more money then other apps out there.

I'd work with you any day..

I've been watching your progress, and you have passion. no degree can even come close.

Really tell me when your ready and contact me.
1

Share this comment


Link to comment
Thanks, I appreciate that. I'm far from done my game, and believe me... I wont be quitting this project!

Keep up the great work as well!!!
0

Share this comment


Link to comment

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