> I'm developing on a p3 450 with a geforce2mx graphics card/w 32mb ram.
384mb system ram.
OK, that's probably most of the difference!
> I need per-particle rotations (since I also hook my particle system into
my >weapon subsystems). But i've not started optimising yet so i'm
transforming
>p
I'm developing on a p3 450 with a geforce2mx graphics card/w 32mb ram. 384mb system
ram.
I need per-particle rotations (since I also hook my particle system into my weapon
subsystems). But i've not started optimising yet so i'm transforming points even when
not needed. The "physics" for the pa
Chris,
This sounds very familiar. :-( We should get together on this. I checked in
my second pass on a generalized particle system into cvs.j3d.org at the
weekend. First pass was checked in several weeks ago.
The current code is pretty stable, comes with a simple example and I've
written Particl
> >I just wanted to say that i've gotten a 1.2.1 particle system working
that uses
> a giant QuadArray and BY_REFERENCE members for quick insertion/removal.
> >
> >Particles are defined as quads with their own offset transforms (for
> scaling/rotation/position offset) and hook into a simple
> pos
Chris Forrester wrote:
> I just wanted to say that i've gotten a 1.2.1 particle system working that uses a
>giant QuadArray and BY_REFERENCE members for quick insertion/removal.
For performance comparison, have a look at the latest code that has been
added to the j3d.org code repository. Daniel
>Date: Mon, 11 Mar 2002 11:41:25 -0700
>From: Chris Forrester <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Particle System
>To: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED]
>Delivered-to: [EMAIL PROTECTED]
>
>I just wanted to say that i've gotten a 1.2.1 partic
I just wanted to say that i've gotten a 1.2.1 particle system working that uses a
giant QuadArray and BY_REFERENCE members for quick insertion/removal.
Particles are defined as quads with their own offset transforms (for
scaling/rotation/position offset) and hook into a simple position/directio
All,
I thought you might be interested in how my particle system is coming along.
I've attached a screen shot of a smoke effect. I will post the source once I
think it is ready.
It was rendered using 1,000 particles, each composed from a TriangleArray
with 2 triangles. A partially transparent te
Marc,
Coincidentally I've been working on a particle system over a couple of snowy
days.
I will distribute the source code once I get it in a decent state and post
it to www.j3d.org (with some docs, Justin!). At the moment I'm using a
single Shape3D with byref geometry and performance is pretty
> "Gupta, Vineet ERDC-TEC-VA" wrote:
>
> I ran this on IE and get the following error:
>
> ava.lang.InstantiationException: ParticleTest
> at com/ms/applet/BrowserAppletFrame.newInstance
> at com/ms/applet/AppletPanel.processSentEvent
> at com/ms/applet/AppletPanel.processS
Title: RE: [JAVA3D] Particle system
I ran this on IE and get the following error:
ava.lang.InstantiationException: ParticleTest
at com/ms/applet/BrowserAppletFrame.newInstance
at com/ms/applet/AppletPanel.processSentEvent
at com/ms/applet/AppletPanel.processSentEvent
Mona Wong wrote:
>
> Hi Artur:
>
> > http://thenut.eti.pg.gda.pl/~abies/j3d/particle.html
>
> When I tried, I got an error message:
>
> Applet Particle Test class Particle Test could not be loaded.
Strange. It works for me. Are you sure you have java3d 1.2.1 ? I use
OrbitBehavior, so if y
I have first working prototype of my particle system. It is just a proof
of concept, none of actual class hierarchy is done (this means that
source code is just a quick hack and slash). But it shows possible
performance of this particular solution.
I plan to shape everything in manageable/extenda
yourself on each frame? Love to
know, even in a general sense what you guys are doing.
Dave Yazel
Cosm Development Team
- Original Message -
From:
Shawn
Kendall
To: [EMAIL PROTECTED]
Sent: Monday, October 23, 2000 6:41
PM
Subject: Re: [JAVA3D] Particle System
Ok, I'm sure many people have had this problem.
Our first pass at a "particle system" had this but it was not important
for us to fix until now.
Our particle group is actually one single Shape3D using a TriangleStripArray.
It runs very fast :-) Much faster than individual Shape3D with each
thei
This is fixed in the 1.2.1 beta.
Sorry for the noise everyone... :-)
Shawn Kendall wrote:
Ok, I'm sure many people have had this problem.
Our first pass at a "particle system" had this but it was not important
for us to fix until now.
Our particle group is actually one single Shape3D using a Tria
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