csqc allows you to spawn particle effects on demand, either as a trail effect, or as a point effect. the actual functionality is fairly spartan, in that it expects to be able to utilize an engine's scriptable particle system for any truely custom effects (which is possible in either FTE or DP, albeit with a different script).
the reason for this is to keep the dependancies down.
an effect could be configured to spawn a single particle with no offset variation for full control over the starting positions, or you can use the existing point/trail effects.
note that with the trailparticles builtin, there may be state associated with an entity (which is often required for trails with consistant spacing between particles).
if an engine's scriptable particle system is not sufficient, there is an additional extension in the form of the polygon rendering function. just draw some quads for your particles if you want large smoke-like effects. this also will require some sort of shader if you wish to get a specific blend mode.
Spike wrote:if an engine's scriptable particle system is not sufficient, there is an additional extension in the form of the polygon rendering function. just draw some quads for your particles if you want large smoke-like effects. this also will require some sort of shader if you wish to get a specific blend mode.
So I can make a cloth simulation in Quake C, right?
Spike wrote:if an engine's scriptable particle system is not sufficient, there is an additional extension in the form of the polygon rendering function. just draw some quads for your particles if you want large smoke-like effects. this also will require some sort of shader if you wish to get a specific blend mode.
So I can make a cloth simulation in Quake C, right?