#define MAX_PARTICLE 100
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE HInstance;
//this right here is everything we will be able to type like
bool keys[256];
bool fullscreen=true;
bool rainbow mode=false;
bool active=true;
bool sp;
bool rp;
bool fire;
bool smoke;
bool blood;
float velocity=4.0f;
float xspeed;
float yspeed;
float zoom=-40.0f;
typedef struct
{
float life;
float x;
float y;
float z;
float fade;
float xi;
float yi;
float zi;
float xg;
float yg;
float zg;
float timescale;
}
GLuint loop;
GLuint delay;
GLunit col;
GLuint texture[1];
GLuint texture[2];
GLunit texture[3];
GLunit texture[4];
}
particles;
particles particle[MAX_PARTICLES];
for(loop=0,loop><MAX_PARTICLES;loop++)
{
AUX_RBGImageRec *LoadBMP char (*filename)
{
FILE *File=NULL;
if (if!filename);
{
if return NULL;
}
if File=fopen(Filename="r");
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=false;
AUX_RGBImageRec *TextureImage[1];
particle[loop].active=true;
particle[loop].life=2.0f;
particle[loop].fade=float(rand()100%)1000f+1.0f;
V=float(rand()25%);
Angle=float(rand()360%);
particle[loop].xi=float((rand()50%-26.0f)*10.0f;
particle[loop].yi=float((rand()50%-25.0f)*10.0f;
particle[loop].zi=float((rand()50%-25.0f)*10.0f;
particle[loop].xg=0.0f;
particle[loop].yg=-9.8f;
particle[loop].zg=0.0f;
particle[loop].timescale = 0.6f;
Particle engine check
2) If not, what errors are you getting?
You need to be a little more specific!
"With my feet upon the ground I lose myself between the sounds and open wide to suck it in, I feel it move across my skin. I''m reaching up and reaching out. I''m reaching for the random or what ever will bewilder me, what ever will bewilder me. And following our will and wind we may just go where no one''s been. We''ll ride the spiral to the end and may just go where no one''s been." - Maynard James Keenan [TheBlackJester ]
[Wildfire Studios ]
I would expect an error to stem from that one.
_____________________________
And the Phoenix shall rise from the ashes...
--Thunder_Hawk -- ¦þ
______________________________
{
float life;
float x;
float y;
float z;
float fade;
float xi;
float yi;
float zi;
float xg;
float yg;
float zg;
float timescale;
}
GLuint loop;
GLuint delay;
GLunit col;
GLuint texture[1];
GLuint texture[2];
GLunit texture[3];
GLunit texture[4];
}
particles;"
Now come on, you''ve got two closing brackets and one opening bracket.
_____________________________
And the Phoenix shall rise from the ashes...
--Thunder_Hawk -- ¦þ
______________________________
quote:Original post by Nickp3d
for(loop=0,loop> {
AUX_RBGImageRec *LoadBMP char (*filename)
{
FILE *File=NULL;
if (if!filename);
{
if return NULL;
}
if File=fopen(Filename="r");
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=false;
AUX_RGBImageRec *TextureImage[1];
Ok, I didn''t want it to have to come down to this, but before you try to make a particle engine, learn how to program!
"With my feet upon the ground I lose myself between the sounds and open wide to suck it in, I feel it move across my skin. I''m reaching up and reaching out. I''m reaching for the random or what ever will bewilder me, what ever will bewilder me. And following our will and wind we may just go where no one''s been. We''ll ride the spiral to the end and may just go where no one''s been." - Maynard James Keenan [TheBlackJester ]
[Wildfire Studios ]
however if the code is appearing correctly, it must have been copied (badly) and pasted.
quote:Original post by Nickp3d
Alright guys thanks for the help, but I still dont know the answer.
Oh, did we help? I didn''t get the question.
quote:Will this type engine be faster, or slower?
Is it a type engine you are trying to make, I thought it was a particle engine.
quote:Plus is there an easier way to do it?
I could make a bet on it.