Hi, > I think the problem is not with my particle engine (how dare you suggest > that!!! :) but with additive blending in general. What I've found is > that the sprites impact framerate in direct proportion to their pixel > size, which is exactly what you'd expect. The more pixels that must be > modified by the sprite, the more slowdown.
That's exactly what I noticed with my particle system. I can have about 2000 particles on screen without any problems when they are as small as 5 units. But scaling them up to, say, 100 units (or moving very close to them so they almost fill the screen) results in the framerate dropping to about 4 fps. So I guess you use pretty large scales for your explosion. Try creating a similar looking effect using more, but smaller sprites. Should help a lot. Hope that helps, TheTinySteini _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders