by timmie » Fri May 13, 2005 3:32 am
Actually, I'm thinking about adding a new particle system to ZDoomGL. Basically, you'd define the particle system parameters in a text lump (I'd probably just put them in with the light definitions, since I'm considering lumping all the special ZDoomGL stuff like shaders and lights into one text lump) and add a new actor where one of the args is the id of the particle system you specify in the definition.
Code: Select all
ParticleSystem 1 { // the "1" is the id you'd use as the arg for the thing you'd place in the map
orientation 0 1 0 // 3D vector the system is pointed, this would be straight up
emitRate ## // number of particles to emit per second
maxLife ## // maximum number of seconds a particle can live
emitVelocity ## // initial speed of particle
acceleration ## ## ## // vector of acceleration, default will be normal gravity
startColor 1 1 1 1 // initial color of the particles (RGBA format)
endColor 1 1 1 1 // final color of the particles (RGBA format)
startSize ## // initial size of the particle
endSize ## // end size of the particle
emitterSize ## ## ## // define a bounding box to spawn the particles in
image GLPART // image to use for the particle
}
I don't see why ZDoom couldn't use the same system, except maybe ignore the "image" part. I've just been thinking about this recently, so I haven't done any work on it yet, though.
Actually, I'm thinking about adding a new particle system to ZDoomGL. Basically, you'd define the particle system parameters in a text lump (I'd probably just put them in with the light definitions, since I'm considering lumping all the special ZDoomGL stuff like shaders and lights into one text lump) and add a new actor where one of the args is the id of the particle system you specify in the definition.
[code]
ParticleSystem 1 { // the "1" is the id you'd use as the arg for the thing you'd place in the map
orientation 0 1 0 // 3D vector the system is pointed, this would be straight up
emitRate ## // number of particles to emit per second
maxLife ## // maximum number of seconds a particle can live
emitVelocity ## // initial speed of particle
acceleration ## ## ## // vector of acceleration, default will be normal gravity
startColor 1 1 1 1 // initial color of the particles (RGBA format)
endColor 1 1 1 1 // final color of the particles (RGBA format)
startSize ## // initial size of the particle
endSize ## // end size of the particle
emitterSize ## ## ## // define a bounding box to spawn the particles in
image GLPART // image to use for the particle
}[/code]
I don't see why ZDoom couldn't use the same system, except maybe ignore the "image" part. I've just been thinking about this recently, so I haven't done any work on it yet, though.