📄 peditor_hints.html
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<h1 style="margin-top:0px">Particle systems hints</h1>
<p>
<b>Y</b>ou may use particle systems to simulate natural phenomenon like
smoke, flame, plasma, sparks, fountains, projectile effects, etc.
Also you may invent some artificial life-like "magic" effects.
Here are some more tips and ideas how to use particle systems in your game:
<ul>
<li>
Maximum number of particles simultaneously allowed in one particle system is 500.
If this number is exceeded, new particles wouldn't be created until some
of the current particles die.
<br><br>
<li>
Try to achieve the desired effect with minimal number of particles
of the smallest possible size. These two parameters affect
application performance.
<br><br>
<li>
Place two particle systems at the same location with different parameters
to achieve a very complex look. For example you could take one system that
looks like fire and place it on top of a system that looks like smoke.
<br><br>
<li>
Change the parameters of the particle system in real-time for different situations.
For example you could have a system emitting smoke and when the player
approached, tweak the values so it turned to fire. Or you could adjust the <b>nEmission</b>
parameter periodically to simulate surges.
<br><br>
<li>
Morph in real-time one particle system to another. To do this just make linear interpolation
of <a href="hgeparticle_psinfo.html">hgeParticleSystemInfo</a> members between two particle
system presets. The only parameter you probably couldn't morph is the particle system's sprite.
<br><br>
<li>
Put a sprite with <b>HGEBLEND_ALPHAADD</b> blending mode under the particle system and scale
it randomly or depending on number of alive particles each frame to simulate lighting.
<br><br>
<li>
Try using a colored particle sprite with <b>HGEBLEND_ALPHABLEND</b> blending mode to
create cartoon-like effects.
<br><br>
<li>
You may create a particle system with animated particles using
<a href="hgeanim__main.html">hgeAnimation</a> class to initialize it instead of
<a href="hgesprite__main.html">hgeSprite</a>. Also you may use your own classes
with additional functionality, derived from <a href="hgesprite__main.html">hgeSprite</a>.
Although no <a href="hgesprite__main.html">hgeSprite</a> methods are virtual for simplicity,
and the only parameter you can tweak with derived classes is texture coordinates.
<br><br>
<li>
Make the particle system to follow a complex path. Try using short linear
segment or a circle and fast movement along it. Or try running the particle system
along a Lissajous figure. Or attach a particle system to a moving object.
<br><br>
<li>
Make the particle system to follow the mouse. This gives an exciting interactive
experience to the player!
</ul>
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