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Author Topic: Wheel Dust  (Read 1486 times)

11Dogs

« on: December 06, 2011, 09:11:17 PM »
Using a lower frequency can be a real problem, due to the amount of gaps inbetween particles. On the other hand, higher frequencys can really kill your game. I'm posting here what I have found to be a 'sweet spot', in this area. This is based on a dirt track/off-road particle feel, and NOT tested for clouds or other particle types.

Take a look at the attached picture:



That picture is for back tires, while front tires have a slight difference. The frequency for the front is reduced to 5. Particle_sharp is what is used, and I feel that it is the most efficient one. So, all that being said, if you have any questions, fire away!
« Reply #1 on: December 06, 2011, 09:26:08 PM »
Are you using the script with this as well?:
float DustDensity = 1.5;
void Main()
{
   if (IN_66 > 0)
   {
      OUT_0 = IN_22 * DustDensity;
   }
   else OUT_0 = 0;
}

11Dogs

« Reply #2 on: December 10, 2011, 12:15:44 PM »
Are you using the script with this as well?:
float DustDensity = 1.5;
void Main()
{
   if (IN_66 > 0)
   {
      OUT_0 = IN_22 * DustDensity;
   }
   else OUT_0 = 0;
}



Besides stopping the particles when vehicle isn't moving, I don't use any scripts for my project (relating to this), as there is no need.

I'm going to whip up a demo now...
« Last Edit: December 10, 2011, 12:54:36 PM by 11Dogs »

11Dogs

« Reply #3 on: December 10, 2011, 01:01:12 PM »
Here's an image:



The first picture is after a jump, and the particles are against the camera. Second picture is just driving along.


The project is below, and was made in v7.12... have fun!
« Reply #4 on: January 15, 2012, 11:16:47 PM »
Are you using the script with this as well?:
float DustDensity = 1.5;

   {
      OUT_0 = IN_22 * DustDensity;
   }
   else...

Or a combination of FPS and DustDensity sensitivity
if FPS drops then less DustDensity
Using: 3d rad v7.22 | IntelPentM 2Ghz, 1GB ram, 160 hdd | ATI Mobility Radeon 9600 128Mb 446Mhz (1920x1200 60 Hertz) | Ati Catalyst 09.3 Control Center 2009.0225.1546.28221 | AGP4x Performace profile| Dx9c D3D6.14.10.0647 OpenGL6.14.10.8543 |
« Reply #5 on: February 27, 2012, 09:36:36 PM »
 I have ten cars, One dust particle per car, can all ten dust scripts work on one script, or does each car have to have them separately?
« Reply #6 on: February 28, 2012, 10:16:39 AM »
your choice... simpler to make each car as an individual working unit... with everything that's necessary for it to work the way you want...

then, save that small project as something like _CarWithDust...  then you can merge as many of em into whatever project you start... link em to the gforce and terrain... and off you go...


if performance issues arise, you may have to adopt a different approach where one script manages particle clones for every car you add...

but try the simplest one first...

--Mike
« Reply #7 on: February 28, 2012, 12:14:44 PM »
Currently each car has it's own. Resources is the ticket!
Would it make much difference with them all on one script resource-wise opposed to 10 scripts?
I tried to make them all in one but I couldn't get it to work.
My race is on a dirt track and wheel dust is the only remaining issue for me to complete my game.
It works perfectly without dust.
« Reply #8 on: February 28, 2012, 12:43:03 PM »
that's a hard one to give a definitive answer to...

on one hand it would seem that the single manager script might be the best tradeoff performance wise... but in order to work you might have to wind up linking each vehicle to the manager script which itself might add additional overhead and negate any of the previous gains...

on the other having ten different scripts working will most likely have an effect on performance...

i would see what others faced with similar issues have to say on the matter...

--Mike
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