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 Post subject: Fire simulation
PostPosted: 18.07.2008, 09:18 
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Joined: 10.07.2008, 10:49
Posts: 20
hi guys,

I want to simulate a little fire, says, a candle light.
I'm going to use a Particle system to simulate the light (at the moment I don't care the shadow it casts and actually it's not a light source). But the problem is the particle system emits its particles almost everywhere (I don't want such an effect).

could anyone share the experience with this?

another point, I don't know why I can't see my cursor when I switch to full-screen mode. anyone could help?


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 Post subject: Re: Fire simulation
PostPosted: 18.07.2008, 14:12 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
newbie3D wrote:
I don't know why I can't see my cursor when I switch to full-screen mode. anyone could help?
Hardware cursors in fullscreen can be a very sticky business on some platforms, and most games render their own cursor anyway. Just grab the mouse location every frame, and render a sprite there.

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Tristam MacDonald - [swiftcoding]


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 Post subject: Re: Fire simulation
PostPosted: 19.07.2008, 23:45 
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Joined: 09.05.2008, 19:02
Posts: 18
in the scene file set the spreadAngle property to something fairly low ie 20-30 probably
give a little bit of force up in the y as well, but keep it all fairly slow except if you want sparks or an exploshion effect

you probably want to have a few emitters as well, one with smaller faster particles which have a large spread value for sparks and then one with bigger slower moving and lower spread value for the actual flame.

With particles you really need to play with them there isn't really any other way to get them how you want them. The more you work with them the faster you will get what you want but just keep altering the scene and effects files

hope this helps


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 Post subject: Re: Fire simulation
PostPosted: 21.07.2008, 03:38 
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Joined: 10.07.2008, 10:49
Posts: 20
Does anyone know the accepted range of lifeMin and lifeMax in ParticleConfig (in the effect xml file)?
Actually, when I change these values to something small (for e.g 0.1 and 0.2), the program encounters a exception.
(no exception met if I escape the program without doing some WASD key-strokes)


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 Post subject: Re: Fire simulation
PostPosted: 21.07.2008, 06:44 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Can't reproduce that! In which line did the exception occure?


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 Post subject: Re: Fire simulation
PostPosted: 21.07.2008, 09:27 
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Joined: 10.07.2008, 10:49
Posts: 20
That's my fault :oops:
It's not because of the parameters in effect files.


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