Particle Universe V 1.0

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
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Caphalor
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Post by Caphalor » Wed Dec 10, 2008 10:13 pm

The feature list sounds great, but what about a new video in your media section showing the new features (for example the soft particles support) in action?
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Post by syedhs » Thu Dec 11, 2008 12:23 am

spookyboo,

I think you can raise your price, 8 Euro is quite close to free. 50 Euro (or higher) sounds good to me. I can understand your effort looking the code size in 0.8.1 so with the higher fee, hopefully you can justify your time developing/bug fixing this library.
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Post by Sairon » Fri Dec 12, 2008 12:57 am

Personally I have no problem with it being closed source as long as one can report bugs and have them fixed in a reasonable time frame. Anyway, great job, my artist who's doing the particle has a few questions though. He doesn't have internet at the time though and I'll ask him about the other issues he's encountered. Most issues are related to the editor which gamedboy has created, the ones which seem related to the runtime however are:

- Possibility to emit more than 1 particle at the time on an emit.
- AffectorColor doesn't seem to work on meshes ( apparantly very important ), perhaps one has to use Ogre materials?
- Being able to connect fading to particle lifetime.

He has a few other things which I bet he'd love to get some feedback on, but I can't seem to remember them.

The plugin however great, keep up the good work. We'll buy a copy of 1.0 any day now :)
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Post by jacmoe » Fri Dec 12, 2008 11:41 am

I want to add support for OgreOpcode or Bullet, so source is great. :)
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Post by Praetor » Fri Dec 12, 2008 3:15 pm

The same as jacmoe. Given that Physx is integrated, if I bought it I'd like the opportunity to similarly integrate a different physics system. Does buying ParticleUniverse mean I get access to the source?
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Post by jacmoe » Fri Dec 12, 2008 4:00 pm

Praetor wrote:Does buying ParticleUniverse mean I get access to the source?
That's what I got when I bought it. :wink:
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Post by Praetor » Fri Dec 12, 2008 5:15 pm

Fine then, sounds great.
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Post by Vectrex » Sat Dec 13, 2008 4:32 am

Just bought it :) With the physics engine support don't forget to to share if you can on the official forums. I'm going to look at adding newton support.

ps SpookyBoo: Did you get around to adding an x/y scale modifier that can be linked to velocity for a fake motion blur effect? I'm guessing a screen space velocity would make a cool parameter too.
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Post by spookyboo » Sat Dec 13, 2008 10:52 am

ps SpookyBoo: Did you get around to adding an x/y scale modifier that can be linked to velocity for a fake motion blur effect?
No not yet, because I still haven't figured out a clean design yet.
I'm going to look at adding newton support.
I actually was thinking to add support to other physics libraries in the future myself, but I was considering Havok and/or Bullet.
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Post by Murphy » Sat Dec 13, 2008 8:44 pm

Bullet would be nice :D

I have been testing 1.0 for the past couple weeks and haven't had any problems. I didn't even notice it was released till just now :shock:
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Post by spookyboo » Wed Dec 17, 2008 3:34 pm

Because I didn't feel like doing some coding I decided to create a tutorial that covers some basics and a few specific features. The target audience are primarily beginners and artists and the tutorial is meant as a first startup.
My question to you is what you want to see in the tutorial. Some suggestions please?
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Post by Penguin » Wed Dec 17, 2008 6:00 pm

An explosion would be a good idea, because what game doesn't have explosions? Well, I can think of a few, but explosions seem to be popular.
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Post by KungFooMasta » Wed Dec 17, 2008 7:54 pm

If you want to reach a wide audience, maybe have an explosion, and a few RPG-like particle effects. (ie healing, freeze, etc.)

One of my favorite games (Star Ocean 3) can showcase tons of effects:
http://www.youtube.com/watch?v=Ua85A6cz3iE
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Post by spookyboo » Tue Dec 23, 2008 11:14 pm

I prepared a tutorial to get started with Particle Universe. It is not complete (proposals for certain topics are still welcome) and because English is not my first language it can be confusing, but at least it is a start. You can download it from http://www.fxpression.com/files/downloa ... torial.pdf
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Re: Particle Universe V 1.0

Post by nikki » Wed Dec 24, 2008 5:50 pm

Looks good! What did you use to write the tutorial (don't tell me its Word :roll: )?
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Re: Particle Universe V 1.0

Post by spookyboo » Wed Dec 24, 2008 6:58 pm

Looks good! What did you use to write the tutorial
I only say one Word... :twisted:
And the PDF is created with BullZip pdf printer.
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Post by Praetor » Thu Dec 25, 2008 4:00 pm

KungFooMasta wrote:If you want to reach a wide audience, maybe have an explosion, and a few RPG-like particle effects. (ie healing, freeze, etc.)
I did notice a cool fireball effect in the demo in previous versions. Other spell-like effects would be really awesome too.
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Re: Particle Universe V 1.0

Post by spookyboo » Tue Feb 03, 2009 11:41 pm

Just to let you know I am working on the editor. Some basics are in place, but it will take a while before it is ready and monkey-proof. I develop it with simplicity in mind. The main window contains 3 tabs, a rendertab, a scripttab and an edittab. The idea is that all three tabs are synchronized 'under water', so if you change the script and select the render tab, the changes can be seen immediately. Some pictures:

Image
Image
Image
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Re: Particle Universe V 1.0

Post by jacmoe » Tue Feb 03, 2009 11:49 pm

Looks absolutely fabulous! :D

Those node controls, are they junk yard code? :)
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Re: Particle Universe V 1.0

Post by spookyboo » Wed Feb 04, 2009 12:18 am

Code: Select all

Those node controls, are they junk yard code?
The example doesn't reflect the actual particle script, because its still wip. However, connecting, selecting and moving groups, ... etc. all works (and no performance problems with a high number of components and connections), but the end result will probably look a bit different. The code is also not as clean as it could be, but it wasn't really the intention to create reusable controls.
Next thing on my list is adding connection policies (something like "an observer cannot be connected to an emitter", "an emitter can be included by a technique", "an emitter can emit a technique"). This way you may get a context sensitive listbox if you want to connect components that have multiple policy rules (or you aren't allowed if there is a rule that says that components cannot be connected).
There is still plenty of work; I also need some clever way of creating the right property control for each type of component (and there a a lot of them) and I also have to create a control to visualise functions and control points. To be continued...
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Re: Particle Universe V 1.0

Post by jacmoe » Wed Feb 04, 2009 12:24 am

I meant: Is the code from junkyardcode @ google.code? :D

I didn't mean to criticise your code. :lol:

Awesome GUI - did you use a formbuilder? :)

<edit>
Very inspiring work, Spookyboo! :)
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Re: Particle Universe V 1.0

Post by spookyboo » Wed Feb 04, 2009 1:10 am

Is the code from junkyardcode @ google.code?
No, but I did take a look. I had some working code already and that makes adding new features a bit easier.
I didn't mean to criticise your code.
I am not offended :wink:
Awesome GUI - did you use a formbuilder
No, I did it the hard way. I have used the formbuilder before, but it looked easy enough to do it by hand (don't you love those sizers?).
It is very basic, but I do like simple GUI's that don't distract from the things you really want to do.
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Re: Particle Universe V 1.0

Post by jacmoe » Wed Feb 04, 2009 1:20 am

spookyboo wrote:
Is the code from junkyardcode @ google.code?
No, but I did take a look. I had some working code already and that makes adding new features a bit easier.
Wow. They look great! :)
spookyboo wrote:No, I did it the hard way. I have used the formbuilder before, but it looked easy enough to do it by hand (don't you love those sizers?).
I hate sizers with a passion! :P
But they are definitely needed. I've found wxFormbuilder to be an excellent sizer tutor. :)
spookyboo wrote:It is very basic, but I do like simple GUI's that don't distract from the things you really want to do.
That's one of the hardest things, I think: making clean, efficient interfaces. :wink:
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Re: Particle Universe V 1.0

Post by Klaim » Wed Feb 04, 2009 10:21 am

About efficient interface, did you consider allowing splitting windows (tabs on the left, tabs on the right or top/down)?

Really nice looking tool by the way.
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Re: Particle Universe V 1.0

Post by syedhs » Wed Feb 04, 2009 1:46 pm

Spookyboo, looks great! One comment though.. it would be much better if render and script can be both seen (without clicking their respective tab). That way, I can edit the script and press F5 righ way to refresh (hint.. hint another request) the render screen.
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