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ziplux

Particle System Demo

12 posts in this topic

I just created a particle system demo. I wondering what I should do to make it better, and also what FPS everyone got and what you though of it. Please go to http://asylumentertainment.cjb.net to get it. Thanks in advance. BTW You move the mouse, the particle system follows, and click the mouse for an explosion of particles. Kind of like in Nox. Edited by - ziplux on 3/19/00 6:04:49 PM
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Really cool stuff. I got around 40 FPS. The weird thing is that the more particles there were on the screen, the higher the FPS got
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It wouldn''t work on mine,

you click on it - it seems to attempt switching
to fullscreen and then it bombs out back to the
desktop - no error or anything, it just quits.

-Mezz
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Cool demo. It ran at 70-75 FPS on my Pentium 3 700 w/ GeForce. One thing though. I switched away from the program and couldn''t get back into it. You should write a little code to handle the WM_ACTIVATE message (sent to the app when the app is switched to or away from).

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Thanks for all the replies. About WM_ACTIVATE, what do I call in that, lpddsprimary->Restore()?
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This is something like what I''d put in:

case WM_ACTIVATE:

BOOL app_active = LOWORD(wParam);
if (app_active && ddraw)
{
//ddraw is the IDirectDraw7 object
ddraw->RestoreAllSurfaces();
}

break;



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Mezz: You need DirectX 7. That may be the problem.

Thanks for all the responses. I''ll be posting an improved version soon.
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Great work! I have a P2 450 Mhz with and Nvidia card. It maintained an FPS of 60, no matter how many particles there were on the screen.
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I''ve got DX7, and a good enough system (600/GeForce)

Thoughts?

-Mezz

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You can''t restore your primary surface or your attached back surface
because these are part of video memory (your screen) and were wiped
out totally when modes switched. If you try to restore them, your
program will most likely crash. RestoreAllSurfaces() does not
restore these surfaces. It only restores the ones that are not
*touched* by mode switches.
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