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You may be right about that.
It depends on the perspective, I guess. In an
I/O system, I tend to see it as a frame-by-frame
basis, data is altered, saved. No knowledge of
origin.
In my non-I/O system, everything is defined
with graphs/functions, so at any given time,
I could check for any given moment in a lifetime
of any particle. So I'm not really pre-processing
for the first frame. It's all just there.
But you're right. It doesn't make things easier or more
difficult. It's just different.
Mark James Lewin wrote:
> Tim Nikias wrote:
>
> > Slime wrote:
> >
> > > Woah... you made a particle system animation loop? Impressive.
> >
> > What you probably don't know: The System is non-I/O,
> > so looping isn't that difficult...
>
> Looping animations with particle systems is no harder than looping animations
> without any sort of particle system. You just have to make sure your particle
> emitter behaves the same way at the start and end of the loop, and that you
> calculate a full loop's worth of particles for the first frame.
>
> Whether you are using an I/O basis for your particle system or not does not make
> things more difficult, in my opinion.
>
> MJL
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
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