This evening I've been improving the particle system by adding particle emitters. These are objects that produce particles, to create specific particle effects.
Here is my first particle emitter, that creates a fire effect wherever it is positioned. This one has a three second life.
Particle emitters can be statically planted in the gameworld, or can be attached to moving objects, like projectiles. So a wizard's fireball might have a particle emitter attached to it while it is in flight, so adding low level detail to that projectile.
also, imageshack no longer accepts animated gifs?
... bye-bye imageshack. hello tinypic.
Here is my first particle emitter, that creates a fire effect wherever it is positioned. This one has a three second life.
Particle emitters can be statically planted in the gameworld, or can be attached to moving objects, like projectiles. So a wizard's fireball might have a particle emitter attached to it while it is in flight, so adding low level detail to that projectile.

also, imageshack no longer accepts animated gifs?
... bye-bye imageshack. hello tinypic.

I was a bit undecided how I was going do them last week: As emitters/units/missiles are destroyed, emitters have to be updated so that they stay attached to the correct things. I thought this would involve an increase in computational complexity to process that extra subroutine loop, but I've managed to do it with some clever cross referencing, and keep the complexity the same, so am happy.
Crazy swarming!
