People keep on saying this. How exactly are linked lists going to be
"too slow" for a particle engine? What in the world would you use,
arrays? This is exactly the sort of place you should use linked lists.
Linked lists are very slow for sorting and searching, due to their
sequential nature. However, they are perfect for iterating over a large
range of data. I have no sorting or searching, thus I feel that a linked
list is really the only option.

As long as you make sure that you're careful about allocating memory,
you should be fine. My particle engine utilizes two lists per system,
one for particles to be displayed and one for trash particles to be
reused. Eventually what I might want to do is simply have an engine list
for the trash particles, so that all the systems can dip into the same
pool. Anyway, though, the current system is plenty fast.

Persuter

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED]] On Behalf Of Tom
> Sent: Thursday, June 27, 2002 2:56 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Particle System
>
> linked lists may be to slow for a particle engine
>
> ----- Original Message -----
> From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, June 27, 2002 12:24 AM
> Subject: RE: [hlcoders] Particle System
>
>
> > I am writing my own :)
> >
> > Just looking to peek at others work to see how things were/are done
and
> > for some ideas.
> > Mine is using STL vice a stock home grown linked list
> >
> > -Ron
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED]] On Behalf Of Miguel
> > Aleman
> > Sent: Wednesday, June 26, 2002 7:20 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] Particle System
> >
> >
> > Check out NeHe on gamedev.net (www.gamedev.net/nehe) for a particle
> > system tutorial. Its in OpenGL, but its easy to change to TriAPI.
Get
> > comfortable with it and then you can write your own.
> >
> > ----- Original Message -----
> > From: "Yacketta, Ronald" <[EMAIL PROTECTED]>
> > To: <[EMAIL PROTECTED]>
> > Sent: Wednesday, June 26, 2002 6:03 PM
> > Subject: RE: [hlcoders] Particle System
> >
> >
> > > I was just looking for a working particle system that I could use
for
> > > ideas and to answer some of my own questions from, I am in no way
> > > looking to use someone else's engine. I am in the mist of my own
> > > creation and just need something to peek at
> > >
> > > -Ron
> > >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]] On Behalf Of
Persuter
> > > Sent: Wednesday, June 26, 2002 5:35 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: RE: [hlcoders] Particle System
> > >
> > >
> > > Ron: what exactly is your question? The particle system recently
> > > discussed, I believe, was mine, which is available for any mod
that
> > > wants it. It is currently being used in Quest, Hostile Intent, and
> > > something by C4 Software.
> > >
> > > Persuter
> > >
> > > > -----Original Message-----
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED]] On Behalf Of Yacketta, Ronald
> > > > Sent: Tuesday, June 25, 2002 9:25 PM
> > > > To: [EMAIL PROTECTED]
> > > > Subject: [hlcoders] Particle System
> > > >
> > > > Folks,
> > > >
> > > > I recall a recent conversation regarding the use / tutorial etc
> > > someone
> > > > had of a particle system for HL. I went searching my .pst's and
> > > > could not find a reference nor in the HL archives.
> > > >
> > > > Might someone know of a POC (Point Of Contact) for the particle
> > > > system
> > >
> > > > that was discussed?
> > > >
> > > > Regards,
> > > > Ron
> > > > _______________________________________________
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> > >
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> > >
> >
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