April 5, 2018 at 4:43 am #6472
I have effect called “slow_smoke” (last in attached library). Problem is that it works in editor but not works in my game (nothing shows). It will show when I set GlobalAmount to some higher value using eff.SetAmount(1) but I need lower amount.
I’m using Bmax vanilla with newest TimelineFX libs
Could you take a look?
April 6, 2018 at 6:50 pm #6474
- This topic was modified 5 months, 3 weeks ago by wookie22.
Hi, I’ll try and look at this, currently my Blitzmax doesn’t seem to be compiling so once I’ve sorted that I’ll take a look at it.April 6, 2018 at 7:14 pm #6475
OK, I’m looking forward to get some fix 🙂April 10, 2018 at 1:54 am #6476
Hello – did you managed to check that bug? I will be very grateful. By the way – will you be at EGX Rezzed London because I will be there ? 🙂
April 11, 2018 at 8:37 pm #6478
- This reply was modified 5 months, 2 weeks ago by wookie22.
Hi, sorry for the delay, I finally managed to get Blitzmax working again! I loaded the effect in the sample program that comes with the documentation and it seems to play ok. Is there anything in your code that might be causing the effect to play with less particles? Are you using “MyParticleManager.SetGlobalAmountScale(1)” anywhere perhaps with a lower number? If is the code I am using to test: (sorry about lack of formatting, the code box wasn’t working properly for some reason!
‘Load the effects library
Local MyEffectsLib:tlEffectsLibrary = LoadEffects(“effects/main_lib2.eff”, False)
‘Create an effect and assign it an effect from the library
Local MyEffect:tlEffect = MyEffectsLib.GetEffect(“slow_smoke”)
‘Create the particle manager to manage the particles
Local MyParticleManager:tlParticleManager = CreateParticleManager()
Graphics (800, 600, 0)
‘These commands are important to set the origin of the particle manager. For this example we’re setting the origin so that
‘effects will be placed at screen coordinates. If you leave out the setorigin command then an effect created at 0,0 would
‘be placed at the center of the screen.
myparticlemanager.SetOrigin(GraphicsWidth() / 2, GraphicsHeight() / 2)
‘You can use the following command to control the number of particles spawned globally by the particle manager.
‘This is handy for slower PCs where you want to reduce the number of particles that are drawn overal. A setting of 0.5 would halve the
‘number spawned for example. 1 is the default value.
‘This will make one frame equal 33 millisecs long – or 30 updates per second.
‘Create a tweener using the tweener mod. Make sure its frequency matches that above
Local Tweener:tTweener = New tTweener.Create(30)
‘Our main loop
While Not KeyDown(KEY_ESCAPE) Or AppTerminate()
‘to create an effect you need to use the copyeffect command, and copy the MyEffect you created earlier.
‘You shouldn’t use MyEffect as it is the template
‘for which is used to create effects you draw on screen.
Local tempeffect:tlEffect = CopyEffect(myeffect, MyParticleManager)
‘Set the temp effect to the mouse coords
‘give it a random zoom level which will affect the overal size of the effect
‘add the effect to the particle manager. Important, otherwise the particle manager would have nothing to update
‘here is the timing code, update the tweener to get the number of ticks for this loop
For Local Ticks:Int = 1 To Tweener.FrameTicks
‘Update the execution time for the tweener
‘Update the particle manager
‘and finally draw the particles.
SetScale 1, 1
DrawText MyParticleManager.GetParticlesInUse(), 10, 10
WendApril 17, 2018 at 12:35 pm #6483
I’m just back from EGX Rezzed and will investigate this (this is strange). Thank you!May 13, 2018 at 11:14 pm #6498
OK I found it! It was my fault!
I used ParticlesManager.SetIdleTimeLimit(5) – I’m not sure why, I wrote that line 3 years ago. Probably I thought that it will improve performance. After removing that line all works fine.
I have another question – I have many emitters set on huge level and they all “rendered” regardless they are on screen or not (and it consumes GPU power). Can I enable/disable effect rendering? I mean drawing only without stopping emitters?
CheersMay 18, 2018 at 11:42 am #6506
Glad you sorted it 🙂
Regarding rendering off screen, it should do this automatically, as long as you set the screen size in the particle manager (SetScreenSize). Any particles outside of this should not be rendered.
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