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2morrowMan 2morrowMan is offline
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XParticles - Particle Engine for Asphyre - 19-Feb-2006, 14:17

This is first release of XParticles(old ProParticles).
Attached archive contains the XParticles units, XParticleEditor and few samples.
Unpack XParticlesEditor. From the PSS forlder you can load some XParticles settings made by me.
Just check it out...

Update 2006.10.23:
- XParticles have a few new options!
- Modified Particle Editor!
- New Particle Manager! Now you can manage your ParticleSystems much easier!
- New samples!

Requirements:
- Delphi 2005 or 2006 or Turbo
- Asphyre eXtreme 3.1.0 installed

"XParticles1.7.0.rar" contain Vectors2.pas and AsphyreDef.pas
Vectors2.pas have a bug fix. If you are use original Vectors2.pas just overwrite it otherwise replace VecNorm2() function only.
AsphyreDef.pas has implemented operetor overloading for TPoint2.
You can overwrite it or just copy TPoint2 implementation from my AsphyreDef.pas to yours.

Major update after Asphyre 4.0 release!
- Apshyre 4.0 support
- Save/load settings to/from XML
- More samples

Comments are wellcome!
Attached Thumbnails
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Attached Files
File Type: rar XParticles1.7.0.rar (11.8 KB, 515 views)
File Type: rar XParticleEditor0.7.0.rar (364.3 KB, 708 views)
File Type: rar Samples.rar (1.12 MB, 1224 views)

Last edited by 2morrowMan; 23-Oct-2006 at 09:56.
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Mike Mike is offline
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19-Feb-2006, 16:18

Very nice. Thank you for making it.


Regards,
Mike
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Huehnerschaender Huehnerschaender is offline
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19-Feb-2006, 16:34

Hey! That's really nice! Good work fellow!

Thanks for your work!
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19-Feb-2006, 18:29

That's REALLY great!


Sorry for my poor english...

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19-Feb-2006, 21:53

It looks nice, but I'm getting performance problems. I get 2 FPS, with ~8,000 emitters and only ~500 particles in the "FireWordDemo".


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2morrowMan 2morrowMan is offline
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20-Feb-2006, 09:27

The emitters count has very low influence to the perfomance!
But you can test it although
To do it you must to change next in the demo code:

Code:
procedure TMainForm.FormCreate(Sender: TObject);
...
begin
...
XSys.AddEmitters([Point(0, 0)]); // <- Uncomment this line
//XSys.AddEmittersFromImage(Images[1], $FF000000); // <- And put to comment this
...
end;
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Cervajz Cervajz is offline
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Unhappy Problem with XParticles - 28-Feb-2006, 13:27

Hi 2morrowMan.

You XParticles system look very well . But when I want start your FireWordDemo in Delphi, so compilation finishes mistakes . Inside "SmoothColorUnit" unit.

Here’s it place with errors (*):

Code:
 TSmoothColor = record
    R, G, B, A: Single;

*   class operator Implicit(a: Real): TSmoothColor;
*   class operator Add(a, b: TSmoothColor): TSmoothColor;
*   class operator Multiply(a, b: TSmoothColor): TSmoothColor;
  end;
What is "class operator"? Record can have one of his own method ? In help for Delphi am knew, that this work in Delphi for .NET. Or maybe I use old Delphi version (I have D2005 Personal).

Sorry for my English.


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2morrowMan 2morrowMan is offline
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28-Feb-2006, 19:53

Code:
 TSmoothColor = record
    R, G, B, A: Single;

*   class operator Implicit(a: Real): TSmoothColor;
*   class operator Add(a, b: TSmoothColor): TSmoothColor;
*   class operator Multiply(a, b: TSmoothColor): TSmoothColor;
  end;
It's operators overloading! Delphi 2006 support it!
I'll upload fixed unit for D2005 and lower versions tomorrow!
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wagenheimer wagenheimer is offline
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12-Mar-2006, 22:39

Hi...

I have done a small particle effect in ProParticlesEditor, that i will use to do a explosion!

How do i use it on my game? How to spawn it? I see the examples, but it did no works very well..

Code:
XSys.StartAt(self.x,self.y);
XSys.AddEmitters([point(0,1]);
I use StarAt to set the (X,Y) that will spawn the particles, correct?
And the AddEmitters, what did i set in point(x,y), what it is for?

I´m sending attached my Particle Effect. There are some simple example of when a click the mouse, it spawn a loaded particle effect?

Thanks!
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File Type: zip gota-SPARK.zip (208 Bytes, 260 views)
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wagenheimer wagenheimer is offline
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13-Mar-2006, 00:59

I did know what i did wrong, now it´s working fine!

But i have a question!

I hava a particle explosion effect (2 seconds long), what is the best way to spawn (random amount) explosions at same time (some little time differenct between it)? How to do to the "explosions already played" to die?

I´m using to Add Explosions

Code:
XSys.AddEmitters([point(trunc(self.x+20),trunc(self.y+20))]);
XSys.Start;
But doing this way, it add a new explosions, but it´s plays again the explosions that was already played.

How is the best Way to do it?

If i need to play another kind of "particles" at the same time, a need to create a TXParticleSystem to every kind of particle animation that i did use?

Thanks for the help!
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