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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

68<br />

U L T I M A T E G A M E D E S I G N<br />

Developers have many choices to make in building up effects for <strong>game</strong>s. You can create<br />

fire as a sprite animation, flipping individual frames like traditional animation, or<br />

modeling the behavior of fire using a particle system. You must make many trade-offs to<br />

maintain <strong>game</strong> performance speed. You certainly can’t use elaborate particle systems for<br />

everything just yet. They are simply too tough to compute. Where you can use them, and<br />

where their output can be optimized, they offer dazzling visual possibilities.<br />

Using Particle Emitters<br />

Just like a light or an actor (a character or prop), you can put emitters in a scene. An<br />

emitter emits particles. (Think of a sprinkler on your front lawn as an example of an<br />

emitter.) You define how many particles an emitter will emit. It’s generally best to<br />

start with very low numbers, because emitters are processor-intensive.<br />

Suppose we start with 50–100 particles. Particles can be emitted from a point or from<br />

a surface. For this example, I’ve chosen an omni-oriented point emitter. Figure 3-8 is an<br />

example of a point emitter sitting on top of a cylinder (like a smokestack, for instance).<br />

You can see the result of particles being emitted from this point emitter in all directions<br />

in Figure 3-9. I have set the particles to render or draw as circles so that you can<br />

see them easier. This is a very basic beginning to starting to shape the behavior of<br />

your particles toward your intended effect.<br />

The behavior of particles is influenced and shaped by forces, called fields, applied<br />

on those particles. You can use fields in hundreds of combinations and create many<br />

FIGURE 3-8<br />

Omni-oriented point emitter

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