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      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.
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henrykl

Need Help making a good particle engine

4 posts in this topic

I have been trying to make a particle engine for a while now. i think i understand the base mechanics behind it but i can't seem to put it together.
my end goal would be to a particle engine based in drx9 that uses shaders. So if anyone could point me in the direction of a simple particle engine tutorial or on here i would greatly appreciate it.

another question if doing particle with shaders the only thing that would get update c++ side would be the position right???
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You need to think about how you will lay out your engine. A basic structure can be:

Particle Engine---has many-->Particle Emitters---has many--->particles. You will want to create a method by which you send chunks of the number of particles to the graphics card at once, to save draw calls.

For the actual particles, you need to think about what attributes you would like for the emitter. Max particles speed, colour, and of course texture. etc.

If you want to make an efficient GPU based particle system, you will do world calculations inside the shader. This includes scaling,translation and rotations. For instance, you can create a simple particle trajectory with a start time and velocity.

position = (currentTime - startTime)*constantVelocity

Where startTime is passed into the vertex shader from the application.

You can also manage to pass just the centre position of the starting particle into the shader, and transform each vertex of the quad using that position and the UV coordinates.

As for tutorials, I have yet to see a satisfactory one. Most seem to fly past important topics without discussing them. Edited by dAND3h
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IMO, figure out particle systems (or any graphics tech you have trouble understanding) by messing with them in regular old code.
Shaders make coding harder, and their only purpose is to speed things up. Before you have a decent idea of what you want to do, that is not useful.
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SPARK is a good engine if you want something you can just drop in. Just google "SPARK particle engine" and you should find it.
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