particle system

not quite a game, but it will be used for a game so I was hoping to get some feedback and let others experiment with this (imo) fun app :slight_smile: Its a .zip that runs with a .bat, no time for webstart right now.

http://www.cyntaks.com/projects/oneswitch/ParticleEditor-demo.zip

screens:
http://www.cyntaks.com/projects/oneswitch/editorScreen.jpg
http://www.cyntaks.com/projects/oneswitch/particleScreen.jpg

There are tons of controls and most of them are grouped together, the options that aren’t grouped together belong to seperate editors. The first is for choosing the particle image, the next is for creating ‘stages’ that have different colors and sizes, and the last is for creating attracting/repelling points and planes. If you have any other questions let me know.

If the controls look like too much to bother with, just hit the open button and open some of the effects I’ve already made.

I haven’t been able to find much information on creating a more complex particle system (aside from optimizations), so most of what I’ve done is guesswork. Because of this I’m curious about what I’m missing. I’d be glad if anyone with experience in this area would let me know what sorts of features a standard particle system should have that I haven’t included (besides collision… I know about that one).

edit: typos.

That is one sweet particle system!

When are you going to release the source code? :stuck_out_tongue:

DP

yup, judging by the screenshots that looks, awsome hopefully even better when in action, need webstart to test it though!

nice work!

Lovely! And uncannily similar to the one I use in Ultratron and Invaders!

Cas :slight_smile:

Looks great :slight_smile:

I don’t think I’ll bother releasing the source just because it was never meant to be ruesable so its sort of tied in with the rest of my game engine. Also, its not really doing anything that complex at all. I think it would be more useful to just see what options are available in the editor and code them yourself from there, everything is pretty straightforward. I did have fun with this project so I’m thinking about writing a more complex (with collision and some other stuff) system that will be designed to work with any code, in other words not dependant on my game engine.

As for webstart, maybe later… I’ve spent too much time on this and now the weekend is over and I need to do my homework!

thanks for all the great comments guys :slight_smile:

WOW! Good work! Those preset systems are top notch! :smiley: Great FPS too

holy sh**! :o
this thing is great!

It doesn’t work for me, the left side of the editor remains grey , it seems that the graphic area of the window doesn’t show up. Running on Windows XP. There’s no error message in the console.
:’(

hmm, sounds like you are descibing the AWTGLCanvas… I honestly don’t have the slightest idea what would cause it to function incorrectly without any output. Also odd that its grey since it should be black when nothing is being rendered (I suppose thats the default color for awt components though).

Yes, it really rocks! I have a 1.2Ghz computer with riva tnt2 (Old shit) and it ran well.

What is the secret behind the high fps and this huge amount of particles?? OpenGL? or something else? or more?

I am using OpenGL (through lwjgl), the only real optimization I made was to use arrays to send vertices, texture coordinates, and vertex colors to the gpu. Glad to hear it performed well :slight_smile:

Hey, that looks really great.

If you were to release something that could create particle systems and then generically port it into something useable in any project, that would be really cool. A nice yummy way to make very quick systems.

Great!

I like it too! :smiley:
Impressive job.