MegaGlest Forum

Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: Alestance on 5 May 2008, 20:10:00

Title: Suggestion
Post by: Alestance on 5 May 2008, 20:10:00
Do you think it'd be possible to make a new property called "Burning" which would make the unit constantly emit fire? Or perhaps give units the ability to emit particles normally? It'd be nothing more than a cool effect.
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Post by: ZaggyDad on 5 May 2008, 21:20:49
(But a useful one, like for torches. ;) )

~Zaggy
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Post by: wciow on 5 May 2008, 21:45:04
The GAE currently allows particles for any skill (previously only attacks had particles).

Adding  <particle value="true" path="particle_proj.xml"/>  to the stop and/or walk skills will cause particles to be emitted.

I'm not sure whether they will be emitted constantly or just once each time the unit moves or stops though  :confused:
Title: topic
Post by: @kukac@ on 6 May 2008, 06:59:35
Quote from: "ZaggyDad"
(But a useful one, like for torches. ;) )

~Zaggy


It is already in Glest:

Code: [Select]
<properties/>
<light enabled="false"/>


Just change to true, and the unit will have light.
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Post by: ZaggyDad on 6 May 2008, 17:45:42
No. I mean FIRE. Not LIGHT. I already know about that. But a torch needs fire to look good.

~Zaggy
Title: topic
Post by: @kukac@ on 6 May 2008, 18:04:46
Ahh, I misunderstood you, sorry.
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Post by: daniel.santos on 6 May 2008, 21:42:11
Alestance, I think that this is a very important proposal.  Currently, there is a framework in place to do this with effects (having the effect will cause the particle system to run), but it is not fully implemented.  It reads all of the data from the XML and even creates the ParticleSystemType object, it just doesn't go further than that.  I propose I hope that isn't too much crap.  Here, let me give some examples of possibilities I'm thinking of.
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Post by: Alestance on 7 May 2008, 01:48:50
Even though I proposed this idea, there could be problems.

For instance, too many particles can cause game lag, so to augment this suggestion, I propose that an option to limit the number of particles created be set in place, as well.
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Post by: daniel.santos on 11 May 2008, 18:57:37
True enough, I suppose a lot of that is in the design.  I still have a lot to learn in the areas of OpenGL and special effects, but particle systems can be designed more intelligently (both in the C++ code as well as the particle.xml configuration) so that it uses a minimum amount of processor & memory for the best effects.  So just doing things smartly will offset a lot of this risk.  But perhaps it would be good to have a max particle limit somewhere, although I personally think I'll ignore this one for now and address performance after we get the basics implemented.