Quote:
Originally Posted by Crow
I don't think that using several particle types is a good solution to the problem your optimization creates. Consider an emitter for controlled text particles, each particle supposed to have a different text. How would you do that? Doesn't work quite as easy anymore with v6, does it?
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The way I see the particle system (or how I use it), it's for situations where you don't want to devote a loop to display an effect. I.e: Sparkle-trail attached to player.
For what jazz is doing on UN he should only have to declare X~ types of particles and assign each particletype/snowflake a different image. I.e:
PHP Code:
emitter.particletypes = 4;
for (temp.i = 0; temp.i < emitter.particletypes; temp.i++) {
emitter.particles[temp.i].image = "snowflake_" @ temp.i @ ".png";
}
No need to constant loop and change the images every .5 second.
Could also just set continueafterdestroy to true, and destroy (hideimg) the particle image then re-create it with new values and none would be the wiser unless there's noticeable performance loss.