thanks joker!
Sure, if you can come up with anything from simple to complex, I would appreciate it. Like I said, I want to make this engine handle a bunch of different effects for a game Id like to start working on soon. Im not going to get in specifics of the game until its done (you understand :) )-- but basically you will have 7 characters, each with 7 different spells. I will need a particle engine (preferably my code and not a pre-written particle engine) that can create these 49 spells. Im not sure of how much variation each spell will need, but If the engine is done right, possibilites would be many.
One of the spells I have visioned would be a circular translucent sphere pulsating around the character as it was being cast, then i guess after or as it was cast particles will fly from the hand of the caster towards the target.
The water fountain idea would be is a character was holding out his/her hand particles will begin from the palm, go upward in a narrow cone, spread, and fall. Many of these things are preliminary, but it all boils down to making a diverse engine :) So, any suggestions you may have would be appreciated. Also, I was thinking, would it be better to make separate functions for the *engine*? Meaning a function for each spell?
i.e. Function castWaterFall() , Function castFireball()?? Let me know your thoughts. I am also interested in a radial particle effect opposed to the *square* look. in your example, you may notice that the bottom line is very crisp and clean and can be very distinguished. Is there a way to have particles start in a sphere and work their way to the center point and then die?
Hope Im not making this seem to complicated, but maybe it is :)
-charlie
Sure, if you can come up with anything from simple to complex, I would appreciate it. Like I said, I want to make this engine handle a bunch of different effects for a game Id like to start working on soon. Im not going to get in specifics of the game until its done (you understand :) )-- but basically you will have 7 characters, each with 7 different spells. I will need a particle engine (preferably my code and not a pre-written particle engine) that can create these 49 spells. Im not sure of how much variation each spell will need, but If the engine is done right, possibilites would be many.
One of the spells I have visioned would be a circular translucent sphere pulsating around the character as it was being cast, then i guess after or as it was cast particles will fly from the hand of the caster towards the target.
The water fountain idea would be is a character was holding out his/her hand particles will begin from the palm, go upward in a narrow cone, spread, and fall. Many of these things are preliminary, but it all boils down to making a diverse engine :) So, any suggestions you may have would be appreciated. Also, I was thinking, would it be better to make separate functions for the *engine*? Meaning a function for each spell?
i.e. Function castWaterFall() , Function castFireball()?? Let me know your thoughts. I am also interested in a radial particle effect opposed to the *square* look. in your example, you may notice that the bottom line is very crisp and clean and can be very distinguished. Is there a way to have particles start in a sphere and work their way to the center point and then die?
Hope Im not making this seem to complicated, but maybe it is :)
-charlie