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Messages - Mister

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1
SFML projects / Re: MParticles - 2D C# Particle System
« on: September 11, 2013, 01:30:25 pm »
Thanks for the comment! I thought the Ring was pretty cool too when I finished making it  :D

And yeah it was rain lol  ;) I gotta fix that one up -- find a new texture -- tweak the variables -- or something.. I'll update it when I have time again  8)

Thanks for trying it out!

2
SFML projects / Re: MParticles
« on: September 07, 2013, 06:10:32 am »
Well that explains my confusion.

By the way, since I haven't tried out any of these particle systems yet, are there any major differences between Thor/NetEXT and MParticles that are easy to explain?  Or would I just have to try all of them to figure it out?

I have't tried Thor/NetEXT -- So I can't really speak for them. zsbzsb said MParticles was entirely different from either of their source code, so I can only assume that there are major differences between them.

I would say you should try it out  8)

3
SFML projects / Re: MParticles
« on: September 07, 2013, 02:18:23 am »
Looks really great. What about C++ port?

Thanks :D, I won't be porting it over to C++ however -- I am strictly keeping C#.

Thor has a particles system, and that's in C++, so try that.  I *think* this project was based on Thor in some way but it wasn't quite clear in the other thread.

@Mister: Is this a port of Thor's particle module or is it completely new?
Like Zsbzsb said -- it's a completely new particle system.  ;)

@Mister: Is this a port of Thor's particle module or is it completely new?

Mister's particle system (MParticles) is not based on Thor, the codebase is entirely different. However my project NetEXT (see my signature) is a C# port of Thor.

This is correct  :). Mine is heavily based on a closed source XNA particle system; DPSF.

4
DotNet / Re: c# example for particle system?
« on: September 06, 2013, 02:46:26 pm »
looks nice so far!

Some explosions with splitter would be nice, fire effects aso.  8)

http://en.sfml-dev.org/forums/index.php?topic=12869.0

MParticles project post ^

I have 2 fire effects so far :D

5
SFML projects / MParticles - 2D C# Particle System
« on: September 06, 2013, 04:42:30 am »
MParticles is a 2D -- Graphics Agnostic -- Particle System

MParticles
I just recently started using SFML .Net and it was brought to my attention that SFML .Net didn't have any particle system that was actively developed. This was a bummer because I am planning on using SFML .Net for all my future 2D Game endeavors and not having a proper Particle System was simply out of the question -- thats when I got to work.

Now before I go on I must tell you that I have never made a particle system before -- not even a little test emitter  just to play around and get the feel of things -- never. So this was a whole new experience for me to say the least; so far I think I am doing pretty good  ;D

Graphics Agnostic?
This particle library (by itself, not including the renderer library) can be run in any C# environment (XNA, SFML, SDL, etc). The ONLY thing that requires a reference to the 2D Graphics Library that you are using is when you go to Draw the particle systems to the screen; for that I have an MParticles.Renderers.SFML.dll that will take care of that.

Wheres The Source?
https://sourceforge.net/projects/mparticles/

Wheres The Latest Demo Binaries?
https://sourceforge.net/projects/mparticles/files/latest/download?source=files

Screen Shots:








6
DotNet / Re: c# example for particle system?
« on: September 03, 2013, 01:24:07 am »


Updated SVN -- changed mostly everything lol. Color is going in now.

Edit:
Color is in  8)


Edit:
Added a new example to show off different things:
Circle, Square, Line, Point Emitting


Also added acceleration, rotation, rotation velocity, rotation acceleration.
1 more example then I will make my own post.  ;D

Final Edit:
I added another example. Next example I will have in my own post dedicated to MParticles.  :D

7
DotNet / Re: c# example for particle system?
« on: September 01, 2013, 08:50:03 pm »
Ah!  :D
so this way, you create a sprite for each particle?

In my code I only create one sprite at the beginning and use this instance to draw all particles.
Not sure if it is a good approach, but it's seems to be faster and less ressouce hungry.  ::)

But my code is not clean at the moment and no time to work on it at currently  :-\

Yep that would be the better approach so we aren't wasting resources  ;)

I'll make sure the new examples reflects that.

EDIT:
I added Scaling and more functionality to how Alpha is dealt with.

8
DotNet / Re: c# example for particle system?
« on: September 01, 2013, 06:59:02 pm »
Hi there!  :)

I will be adding a lot to it over the course of Sunday-Monday so watch for updates  8). I will also be making a separate post about it later -- let me know if you think there should be different ways of doing things.

First I have to say: Good structured souce code, mate!  :)

At the moment you use CircleShape for the smoke effect. Some plans to integrate texture effects?
I will have a deeper look later.  :)

Thanks  :D

You can use whatever you like  8). All you gotta do is change CircleShape to a Sprite -- UserObject gets passed around per-particle and eventually gets cast into a Drawable and drawn to screen.

So basically, you could have ANY object that inherits from Drawable as UserObject and it will get drawn however you set it up and refresh the object.

For example -- I am making a fire work example particle effect; this is what I do:

                       
                public RocketEmitter() : base(1, 2)
                {
                        ParticleInitialization = SmokeParticleInit;

                        OnEveryUpdate += PresetAffectors.UpdatePositionBasedOnRotationAndVelocity;
                        OnRefreshUserObject += RefreshUserObject;

                        Texture texture = new Texture(@"Assets\rocket_triangle.png");

                        OnParticleCreated += particle =>
                        {
                                Sprite sprite = new Sprite(texture) {Origin = new Vector2f(20, 24), Scale = new Vector2f(.25f, .25f)};
                                particle.UserObject = sprite;
                        };
                }
 

And then I have this:

                private void RefreshUserObject(Particle particle)
                {
                        Sprite shape = (Sprite)particle.UserObject;
                        shape.Position = new Vector2f(particle.Position.X, particle.Position.Y);
                        shape.Color = new Color(0, 0, 0, (byte)particle.Alpha);
                        shape.Rotation = particle.Rotation;
                }
 

And then it draws rocket sprites on screen  :D

The smoke effect isn't quite done yet -- I will have something better committed soon  ;D

9
DotNet / Re: c# example for particle system?
« on: September 01, 2013, 12:07:14 am »
https://sourceforge.net/projects/mparticles/

I still haven't added color but I cleaned it up a little bit.

I will be adding a lot to it over the course of Sunday-Monday so watch for updates  8). I will also be making a separate post about it later -- let me know if you think there should be different ways of doing things.

10
DotNet / Re: Map and Map Editor
« on: August 31, 2013, 07:10:36 am »
Use Tiled!  ;D

I've used it a lot with XNA and it truly works wonders. Importing the map from the XML file isn't too bad (there should be plenty of importers out there for this) -- I made my own for a school project but it was a little sketchy.

I'll take a look on google and see if I can stumble across anything that can help you out.

11
DotNet / Re: c# example for particle system?
« on: August 30, 2013, 01:52:09 pm »


Here is a newer update of the particle system so far.
It now calculates the proper particles per second and fades out based on lifetime  ;D

I think I'll add color to it, clean up some spots, and then it should be good to upload to sourceforge -- just note that its nowhere near 100% done.   :)

12
DotNet / Re: c# example for particle system?
« on: August 30, 2013, 05:38:39 am »
Looks pretty good so far -- is this a separate particle system that you are making? How'd you end up handling Particles Per Second?

13
DotNet / Re: c# example for particle system?
« on: August 29, 2013, 02:32:29 pm »
As I can see from your blog,you have plans to make a Top Down Shooter shooter? Maybe we can stick together?
I have plans to make also a shooter...but Left Right  ;D my first idea was an uridium clone with much more features.
http://en.wikipedia.org/wiki/Uridium
Maybe we can combine Top Down Shooter with Top Down and double knowledge?  8)
I can't really agree to start this new project as a team effort.. not at this time at least. That isnt to say that we can't help each other out with our individual games though.  :)

The game that originally inspired me was a game made by one of my friend's brother back in high school.


Mister
Nice one!  :D
Can you tell me, what are you using? Sprites or only Vertex?
The way it sits right now -- its renderer agnostic. The only thing it currently focuses on is the underlying numbers that all particles deal with. You can then tell your images to draw accordingly.

I will have the source code up as soon as I get a decent example running.  :D

14
DotNet / Re: c# example for particle system?
« on: August 29, 2013, 03:15:18 am »


Looking good so far -- I'd say. Theres a few things that I need to work out but so far so good.  ;D

EDIT:
Heres another shot of it:

15
DotNet / Re: c# example for particle system?
« on: August 28, 2013, 04:44:40 pm »
Alright so it turns out the idea of porting Mercury over to SFML is completely out-of-scope. I am going to be looking into alternatives.

 :-\ bad luck.
But maybe only some good explosion, smoke and fire effects in c#? Heeelp  :)

Yeah when going through it I realized that it was tightly coupled to XNA -- I just don't have time to sift through it. I am actually working on my own particle system right now; strictly 2D.

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