I need to pick a container to hold pointers to a type I defined (Particle). I\'m using a pre-allocated Particle Object Pool ( which contain objects pre-allocated on an std::vector ).
I can\'t find any documentation on how to a开发者_开发百科dd a particle system created with Particle Designer to a scene.
I\'m writing a opengl es program (NDK) on andr开发者_开发技巧oid and I need render some particles.
I am trying to create particles of varying color by using the CGContextClipToMask() function. For some reason, my first particle seems to show and animate through its updates fully, but no other parti
I\'m rendering particles in a 2D game. Each particle is a quad (2 triangles). How can I make the drawing the fastest possible? All the parti开发者_开发技巧cles has the same texture, I\'m only changing
All is in the question, I\'ve worked enough with cocos2d to say it\'s a grea开发者_开发知识库t library but today I only wanna use particle system in a total UIKit project. As long as I know, unfortuna
I\'m devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I\'m finding that at < 500 instances, performance is reasonable. As the numbers increase, f
im developing a very simple particle system in AS3, i have the particle (a movieclip) and the particle behavior, but now i need a good way to duplicate it n number of times and changing the o开发者_开
I want to render a fire effect in OpenGL based on a particle simulation. I have hundreds of particles which have a position and a temperature (and therefore a color) as well as with all their other pr
I want to simulate fire using SPH particles. I understand the concept behind SPH but don\'t understand yet how to model the fire as a fluid.