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Blood Spatter Programming

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I'm mucking about with a top down shooter, I'd like to put some blood spatter, even better I'd like to make it persistent though out the game. I'm trying to figure out how best to approach this in the program. would creating an object for each splat be a wise thing? I was thinking that if I went down this line I could have 100 or so splats and when the pool was used up I could start reusing the oldest splats, however this would remove some persistence I guess. I guess this question would go for anything along these lines.

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You'll be either persistence-limited (object count) or possible level size-limited (size of render target surface). So you must choose which kind of limit you like more.

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If your map is small enough you could render to a texture probably. Creating a few 2048x2048 textures to cover the level then render the blood splats and other things to that would work. That would give you the ability to have unlimited blood splats. I'm sure there's even a way you could optimize it if your map was massive so that where blood splats are a texture is placed for a region to encompass multiple blood splats if most of the scene is without blood splats.

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