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Game Physics Engine Development, 2nd Edition
book

Game Physics Engine Development, 2nd Edition

by Ian Millington
July 2010
Intermediate to advanced
524 pages
16h 56m
English
CRC Press
Content preview from Game Physics Engine Development, 2nd Edition
4.4 Projects 73
Exactly the same kind of particle system is used in many game engines. By setting
the gravity of particles to a very low value, or even having gravity pull some kinds
of particle upward, we can create smoke, fire, waterfalls, explosions, sparks, rain, and
many other effects.
The difference between each type of particle is simply one of rendering. Particles
are normally drawn as a flat bitmap on screen, rather than as a 3D model. This is the
approach I’ve used in the demo.
Most production particle systems also allow particles to rotate—not the full 3D
rotation we will cover later in this book, but a screen rotation, s o that each particle
bitmap is not drawn with the same orien tation on screen. It can be useful to have this
rotation
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Publisher Resources

ISBN: 9780123819765