[quote="The 4th Class":1j0dr0c3]You're telling me you designed that engine, CW? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
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No. It is Janis who designed this engine (I thought you know this <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> ). What was my purpose here is to show what you may create, playing with code. By the way, that was pretty simple to do.
[quote="Firebrand":1j0dr0c3]AFAIK, particles have a "life" time, if this time expires then particles dissapear, the particles trace in those screens is too large IMO, you can reduce it and make it look better if you create two different variables for storing "life" timers for particles, hope I made it more clear now, sorry I did my post in a rush, heh!
Agreed. Well, this was only an experiment. For the 1st time I gave them too much starting velocity and they formed a wide, dense trace, which made Lost Soul's attack look like a carrier rocket launch <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Besides, I am not sure particles are better way to make such traces. Alex has shown me couple of shots from Risen3d, they used hi-res sprites there to make rocket trace and explosions and particles only complete the view.
Not mentioning that there's a point at which they take too much memory compared to sprites IMO - if there are too many of them.
I wish to know how rocket traces are made in Q3 or modern shooters. Are they models? I cannot believe thay are made of particles - this would require immense amounts of them.