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Code Snippets / [DBP] 3D rain function

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baxslash
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Posted: 9th Jun 2010 12:01 Edited at: 9th Jun 2010 13:27
This is just a quick function I made for a game I'm working on. I know it's fairly simple but could I find an easy to integrate function of this sort for something so simple?

It just makes raindrops fall from the sky:


EDIT: Took minus out from this line;


Zotoaster
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Posted: 12th Jun 2010 20:47
Using spheres as particles is quite bad practice. They have a lot of polygons that require a lot of processing. Use plains that face the camera.

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bergice
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Posted: 13th Jun 2010 19:46
Looks nice but i think it may be a performance killer when added to a scene.

baxslash
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Posted: 14th Jun 2010 11:24
Quote: "Using spheres as particles is quite bad practice. They have a lot of polygons that require a lot of processing. Use plains that face the camera."

I just did a test using the code below and over 30 seconds the planes method was 517 frames slower. Maybe the orientation code slows it down more than the polycount?

I wasn't really expecting it to be faster but the results were:
Framecount1 (using spheres): 24535
Framecount2 (using planes) : 24018

Code:


TheComet
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Posted: 14th Jun 2010 18:50
What about three plains stuck into each other on every axis? That would be a poly count of 6 for each particle, and you wouldn't have to rotate it to face the camera.

TheComet

baxslash
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Posted: 14th Jun 2010 18:54 Edited at: 14th Jun 2010 19:05
Quote: "What about three plains stuck into each other on every axis? That would be a poly count of 6 for each particle, and you wouldn't have to rotate it to face the camera"

...but I already showed that by using just 1 plane (2 polys) it was slower than using the spheres in my function.

Poly count is making little to no difference here!

EDIT: Just to further test this I used 200 rain objects in my test program and got 25536 frames for spheres and 34623 frames for planes so it does have some impact if you want to use a lot of rain (this would work out as a reduction from 1154fps to 851fps), using 50 raindrops looks fine for my game and is virtually lossless but I haven't tested it for textured planes yet either...

Either way it's a simple system that you could adapt fairly easily for whatever effect you want which is why I made it!

Madscientist
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Posted: 29th Jun 2010 21:41 Edited at: 29th Jun 2010 21:50
I modified your code for 2 planes each particle and added an extra setup function. The 2 planes are combined into 1 object which the rain is cloned off of.
The parameters are size# and image number to texture the planes (use either tga or png for transparent rain drops)
It returns the object number of the base object which is passed to the draw rain function which clones the base object.


draw_rain takes these parameters
obj start, obj end, base object to clone, size, area x,y,z,ceiling, ground



Test Code:
(attached the png you need to run this code.)


If it hasn't exploded yet, I haven't touched it.

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baxslash
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Posted: 29th Jun 2010 22:48
@Madscientist, nice work! I'm sure that anyone looking for an effect like this has plenty to choose from now!!

Also, I like your version so much I think I'll replace the version I'm using in "Hell for Leather" with yours

Madscientist
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Posted: 30th Jun 2010 03:53
Thanks no problem.

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HowDo
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Posted: 30th Jun 2010 13:04
could make a good star field. like it now to study it.

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Neuro Fuzzy
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Posted: 30th Jun 2010 21:30
making a bunch of seperate objects in DBPro leads to a lot of overhead. Try using instance object to speed things up (a LOT).


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baxslash
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Posted: 30th Jun 2010 23:53
Quote: "Try using instance object to speed things up (a LOT)."

Great suggestion!! I did and it was about 25% to 30% faster!!!

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