Project

General

Profile

Bug #158

Uping the generator limit/culling distant generators first

Added by danij over 20 years ago. Updated over 11 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
-
Target version:
Start date:
2004-01-05
% Done:

100%


Description

Now that Doomsday supports multiple particle
generators per state/mobj it is much easier to create far
better looking particle effects using a lot less particles.

Unfortunetly this in turn creates a problem. There is
likely to be on average about 3/4 times as many active
particle generators.

However this is only really a problem on large open maps.

Obviously at the moment Doomsday simply stops
creating new generators when it reaches it's current
limit.

Could this limit be increased?

Also, currently Doomsday doesn't seem to discriminate
when it does it's culling of old generators (based on
spawn order?).

It doesn't look too good when a fireball close to the
camera suddenly loses it's flames (due to culling for
more generators)

What would look better is if distant/non-visible
generators got the chop first.

Labels: Graphics

History

#1 Updated by skyjake almost 20 years ago

Logged In: YES
user_id=717323

Maximum ptcgen limit raised to 256.

Also available in: Atom PDF