Ambiera Forum

Discussions, Help and Support.

Create a new account, Search, or Login:
Name: Password:
Ambiera Forum > CopperCube > Announcements and Showcase
Player Particle System
Author Text

Robbo
Guest
Quote
2022-12-01 08:29:08

Player weather system

Recently, I have been working on a very cool player particle system that will follow the player around and despawn on impact each particle such that they wont come through roofs and walls etc.

It also has a spawn on impact new particle effect or animated texture etc to show impact effects.

It has the ability to dynamically change X,Y,Z speeds and particle count on the fly.

Each particle is also rotated to match direction of movement also which cant be done using CC billboards as they dont allow for changing rotation manually.

I intend to add player collision detection also based on bounding box so very much suited for outdoor weather systems.

I have sent my latest work to Niko to be added into CopperCube but not sure if he will do that..if not then I will have something ready soon hopefully...


guest
Guest
Quote
2022-12-01 11:42:57

sounds very promising, looking forward to it, best luck for the task ...


Gues
Guest
Quote
2022-12-02 13:11:27

Look forward to this feature!


Robo
Guest
Quote
2022-12-09 03:03:26

Content now available for download:

https://robo25.itch.io/coppercube-player-particle-system

Youtube: https://youtu.be/jiwuiBMkehY


This weather system will automatically follow the player around at all times and has particle collision detection and on the player character also...plus much more...


Guest
Guest
Quote
2022-12-09 08:07:16

You are great!

I have some question:

What did you mean by use a low polygon mesh? We can use 3d mesh instead of a plane?

What's the safe number of particle for performance?


coa
Registered User
Quote
2022-12-09 08:42:52

hi looks very nice!
thanks for providing this behavior to the community


VP
Guest
Quote
2022-12-09 13:08:35

Great idea - good skills - would this outperform making a weather system made with the shoot-every-few-seconds action?


Robbo
Guest
Quote
2022-12-10 05:02:57

Thanks VP, coa & Guest.

Yes, Im sure you can spawn a low poly mesh if you want to replace out 2x 3d planes for like better looking meteorite effect or similiar thing. Rain doesnt need that and 2x planes work very well. Low would be less than 100 polygons - maybe 20-50 ?

Yes, I dont think using the shoot behaviour would be very good on performance - especially for large number of objects...might be ok for small number though...My code is highly optimised and runs quite well actually so expect it would be better than anything else expect it being coded directly into C++ inside CopperCube (which it isnt).


VP
Guest
Quote
2022-12-14 08:05:11

Thanks Robo. Really impressed with the way you solved this.

I can usually get things to work with non-code, but it's usually a bit clunky and overly-complicated - eventually things start to crawl unless I'm really careful or just make a smaller/simpler game.

Being able to make a code like this that's stream-lined and efficient is really something.

Keep up the good work - your Saturn 7 game is shaping up nicely. Looking really sleek now with some really nice, unique features. Nice one!


onceforloops3
Registered User
Quote
2022-12-14 09:30:08

I watched the youtube video. I am definitely buying this plugin later today when I get paid:) So cool!!!


onceforloops3
Registered User
Quote
2022-12-15 13:51:47

Revision, I had an unexpected appointment yesterday, so later today I'll buy your plugin. Freakin cool man.


Robbo
Guest
Quote
2022-12-16 09:44:19

Thanks VP - appreciated that.
Good luck 'onceforloops3' - make something cool I hope from it.

It has an action on impact so you can add whatever you like to that like 2d overlay vignette for damage or hit sound etc...


laguniboy
Registered User
Quote
2022-12-16 22:06:00

Hello Robo I tested out the particle feature you created with a few bugs. Overall it's nice, but here are a few problems I encountered.

- Using multiple levels at 60fps the frame rate begins to drop when it turns on and affects the other level's frame rate with no particles down to 0fps.

- When I press my restart room button the particles will disappear and replace itself with objects in the environment as particles.

- The particle system works ok if there aren't other rooms or any need for restarting the room.

Thanks.


Robbo
Guest
Quote
2022-12-17 11:46:45

Hi 'laguniboy' - I dont have your game to see what you mean so can you be more specific in terms of 'multiple levels' - do you mean multiple scenes or are you talking about running the Action multiple times at the same time ?

When you say "press my restart room button" and things like that don't actually tell me anything so need more exact info in terms of what you have done and how was it run in order to test it out on my end...ie do you mean you restart a scene or restart an the particle Action ??

I would confirm that the Action has stopped before restarting it or running it multiple times as would affect frame rate then if your running multiple versions at the same time.

Ie you only start it once and then update the current particles..
Do you you need me to put a run once only variable so that once started cannot be run again until ended ?


Robbo
Guest
Quote
2022-12-17 13:50:53

Updated to ver 1.5 - added variable to stop running the Action multiple times as only once is needed.

This may have been your issue as I don't get any frame drop at all until above 400+ particles...and then only slightly..


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "I?ternational" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© 2020 Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact