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Rune wrote:
> Mark James Lewin wrote:
> > 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.
>
> That's not completely precise. You have to calculate a whole particle
> lifetime for the first frame and that may be more or less than a full
> loop.
Yes, you are right. But I was close :-)
> However, it won't work at all in systems that support particle
> interaction, because when there is particle interaction, the effect of a
> specific particle will last even after the particle dies.
That's true too, but considering Tim's system doesn't have p-p interaction,
neither does yours, and my implementation of it in SDL is too slow to be really
useful, cyclic interactive particle animations are a non-issue at the moment
anyway.
MJL
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