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Fire, Blood, Explosions: Prototype 2's Over-the-Top Effect

Posted: Mon Oct 29, 2012 2:56 am
by frag.machine
Usually I don't cross post tech stuff, but this is a quite interest reading about particle systems.

Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Posted: Sun Nov 04, 2012 12:05 am
by mh
I've been using the memory allocation strategy mentioned in that for almost half a year now, and for a lot more than just particles. It rocks.

Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Posted: Sun Nov 04, 2012 4:03 pm
by frag.machine
Yeah, i found particularly interesting the way they implemented some basic performance measure in the engine so the artists could find by themselves a compromise between "what I want and what I can".

Re: Fire, Blood, Explosions: Prototype 2's Over-the-Top Effe

Posted: Sun Nov 04, 2012 9:37 pm
by leileilol
I'm surprised they bother to measure overdraw. PS3 really sucks for its sharp frame drops from blending, so that's important