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ncat

A program of particle fire

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Quote:
Original post by ncat
This is a small program about particle fire,
Is it looks OK?

http://ncat.tw.googlepages.com/fireSmoke.rar
(This is in 3D, can rotate by mouse move with left button down)

I had try some method, those program are HERE


not bad, i am running on a 9250 (i'm at work) and am getting 14 fps.
the fire itself looks pretty good, as long as you're not above it, but hey, thats true for all particle systems. looks great.

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Quote:
Original post by Jarrod1937
not bad, i am running on a 9250 (i'm at work) and am getting 14 fps.
the fire itself looks pretty good, as long as you're not above it, but hey, thats true for all particle systems. looks great.


Thanks.
I think the FPS is too low, i'v checked my program and make some optimize.
http://ncat.tw.googlepages.com/fireSmoke2.rar
Would you try again?

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i'm running on a Radeon Mobility X300 - 72fps

Just curious, how ARE you doing your rendering for the particles? I'm asking because I've worked on a particle engine a few years back and it gives a decent 100+ fps on my old geforce4 running on a pentium 2 :O Unless you're doing something unique, i believe you shud be getting much better framerates for what (seems) like a simple implementation.

Enlighten us :)

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Quote:
Original post by CraZeE
i'm running on a Radeon Mobility X300 - 72fps

Just curious, how ARE you doing your rendering for the particles? I'm asking because I've worked on a particle engine a few years back and it gives a decent 100+ fps on my old geforce4 running on a pentium 2 :O Unless you're doing something unique, i believe you shud be getting much better framerates for what (seems) like a simple implementation.

Enlighten us :)

i think his problem is the amount of particles he is doing at once. seriously, checkout his demo and exmine it, there are quite a few particles being rendered at once.
however i am also sure it is probably some optimization problems too.

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Quote:
Original post by CraZeE
i'm running on a Radeon Mobility X300 - 72fps

Just curious, how ARE you doing your rendering for the particles? I'm asking because I've worked on a particle engine a few years back and it gives a decent 100+ fps on my old geforce4 running on a pentium 2 :O Unless you're doing something unique, i believe you shud be getting much better framerates for what (seems) like a simple implementation.

Enlighten us :)


I use my simple 3D engine to render it.
The program was using it, so there exists needless function call.

There was 71 emitters (each has 30 particles) to assemble the fired word "CAT",
And 690 (= 23 * 30) emitters for smoke (fire's particle's emitter).

Try my previous test program:
http://ncat.tw.googlepages.com/perParticleemitter2.rar

I guess the loading is in calculating ?

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Quote:
Original post by Jarrod1937
i think his problem is the amount of particles he is doing at once. seriously, checkout his demo and exmine it, there are quite a few particles being rendered at once.
however i am also sure it is probably some optimization problems too.


You are right!
I found a bug, most of smoke particles was calculated but not render.
Now I got a new problem, when the bug fixed,
smoke seems too much to overcurtain the fire.

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