A new particles system use gpu

Software: Away3D 4.x

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Cheng Liao, Administrator
Posted: 24 February 2012 01:36 PM   Total Posts: 116   [ # 46 ]

Thank you for your good advice! I’ll do it as so as possible.LOL

 

   

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Cheng Liao, Administrator
Posted: 25 February 2012 10:28 AM   Total Posts: 116   [ # 47 ]

I have added the new UVSeqPic Action by you advice and removed the old action.
The smooth function is implemented by the new UVLinear Action.
There is a simple example for the new action.LOL

 

File Attachments
uvAnimation_.zip  (File Size: 11KB - Downloads: 360)
   

inSertCodE, Sr. Member
Posted: 25 February 2012 02:53 PM   Total Posts: 105   [ # 48 ]

Excellent job mate. Looks amazing.
Everything is perfect. I can only think of 2 more futures that can make it even better.

1. Random Start - if checked/set to true the particle UV will start the animation sequence from a random sprite. Currently if there are more particles, and they don’t die at random time, they will show the same sprite at the same time. -as you can see in first few sec in my example below, where all particles show same sprite until they start dieing at random time-

2. UV animation by life - they start the animation at first sprite and die off with the last sprite. So the “cycle” in “UV seq pic” is auto calculated according to the life time.

Here’s something I came up with in few minutes.(attachment)

 

File Attachments
UVtest.zip  (File Size: 95KB - Downloads: 312)
   

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Matse, Sr. Member
Posted: 25 February 2012 03:29 PM   Total Posts: 149   [ # 49 ]

@inSertCodE : try with a .zip wink (forum won’t let you download the .rar)

 

   

inSertCodE, Sr. Member
Posted: 25 February 2012 03:35 PM   Total Posts: 105   [ # 50 ]

@Matse: lol, ups yeh I forgot smile

 

   

John Brookes, Moderator
Posted: 25 February 2012 03:35 PM   Total Posts: 732   [ # 51 ]

How would you use the xml output from this editor in an Away project?
An AS3 class output would be handy.

 

   

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Cheng Liao, Administrator
Posted: 25 February 2012 03:44 PM   Total Posts: 116   [ # 52 ]

Use the EffectGroupFactoryS class to import the xml code:coolsmirk:

 

   

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Cheng Liao, Administrator
Posted: 26 February 2012 06:50 AM   Total Posts: 116   [ # 53 ]

@inSertCodE
I have create two new actions to implements the features.

1. UVSeqPicByTimeLocal.It can implements the random start by setting the startTime negative in local param.In addition,it support different cycles.

2.UVSeqPicByLifeGlobal.

 

   

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Cheng Liao, Administrator
Posted: 21 July 2012 04:30 PM   Total Posts: 116   [ # 54 ]

Update to Gold release !
Add add multiple-times-rendering function !
See the “fan“ example on http://liaocheng.github.com/particles_editor.html
grin

 

   

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ctarriet, Newbie
Posted: 07 August 2012 05:21 PM   Total Posts: 4   [ # 55 ]

Hey!
@liaocheng Nice job.
I’m working on Away 4.0 Rev 9 and last git version of away particles. I’m experiencing a strange issue with particle system. It’s easy to reproduce, when i apply filters (in my case bloom/dof/hsl), the particles container isn’t rendered at the good position and more weird, it seems to move when camera projection is update!

Is this an issue or a bad used of the particle engine?

Sample here :
no-filters:http://labs.maniacalmonkeystudio.com/temple
filters/particles issues:http://labs.maniacalmonkeystudio.com/temple_issue/

Particles are smoke in temple and falling cherry flower in the garden.

 

   

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Cheng Liao, Administrator
Posted: 08 August 2012 06:58 AM   Total Posts: 116   [ # 56 ]

Hi
Thank you for your feedback . I saw the problem in your demo . But I can’t reproduce in a simple scene . Could you please give me a simple code to reproduce this bug or post it to github ?
Regards.

 

   

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ctarriet, Newbie
Posted: 08 August 2012 09:35 AM   Total Posts: 4   [ # 57 ]

Hi,
thanks for reply!
I’m not able to give you a sample of my temple project build on a integrated development environment based on away3d engine which is not released yet.

However i’ve build for you a unit test that illustrate the problem.
You need flashdevelop to compile the project.
There is a gui to activate/deactivate filters.
As you will see, particles aren’t rendered as expected when filter is activated.

I hope it will help.

 

File Attachments
ParticlesIssue_0.zip  (File Size: 1192KB - Downloads: 287)
   

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Cheng Liao, Administrator
Posted: 08 August 2012 10:21 AM   Total Posts: 116   [ # 58 ]

Thank you for you example . I have fixed it . Could you please try it again ?

 

   

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ctarriet, Newbie
Posted: 08 August 2012 10:42 AM   Total Posts: 4   [ # 59 ]

Nice job and thanks a lot for the quick fix!

It works perfectly!

 

   

Sebas, Newbie
Posted: 26 November 2012 09:46 PM   Total Posts: 1   [ # 60 ]

Hi! I’m using the particle system… I was testing the snow example in the editor and notice that there is a deep error between de bitmaps (far objects put in front and near objects in back). It is just me or it is bug?

Also, i would like to create some kind of light particle (like a flare or something) without using bitmapData.

 

   
   

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