Odd Slick2D ParticleSystem problem (Solved)

Hi All,

I’m using Slick2D for my game, and i’m haveing a problem where my ParticleSystems seem to be going in fast-forward.

This seems to happen to some, but not others, and general happens when there are a lot of ParticleEffects instanced.

for example, if i have 1 or 5 effects going, its ok, if i have more than that, suddenly fast-forward.

I’m trying to track down any loops where i may be calling the render or update more than once, but all of my effects use the instances of the same component class, so i dont think this is the case or it would happen to ALL my effects, rather than just some.

Anyway, this is really foxing me, has anyone come across this before?

chears all,
Matt

Best to ask on the slick forums.

But it sounds to me like you’re updating the same particlesystem in multiple entities.

Ahh, yeh, I forgot to edit this as solved.

What i was doing was using a list to queue up particle systems to add and remove from the game world to avoid concurrent modification in my update loop. What is wasn’t doing was clearing the queue each time I added its contents to the game world…

I litraly tore my entire game apart trying to find the hidden extra loops, and felt realy stupid when I realised what I had done.

Chears for your reply though

*cheers

lol, yeah, its one of those words that I always spell that way and cant get out of the habit.