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

Discuss programming topics that involve the OpenGL API.
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frag.machine
Posts: 2121
Joined: Sat Nov 25, 2006 1:49 pm

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

Post by frag.machine »

Usually I don't cross post tech stuff, but this is a quite interest reading about particle systems.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

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

Post 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.
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frag.machine
Posts: 2121
Joined: Sat Nov 25, 2006 1:49 pm

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

Post 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".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

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

Post by leileilol »

I'm surprised they bother to measure overdraw. PS3 really sucks for its sharp frame drops from blending, so that's important
i should not be here
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