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ded:generator [2017-03-20 05:54] skyjakeded:generator [2017-03-20 06:36] (current) – [See also] skyjake
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 +====== Generator (DED) ======
  
 +
 +In Doomsday all particle effects are controlled by the particle subsystem. The particle subsystem's job is to keep track of all the particle effects. Each effect can be made up of one or more particle generators that are bound to a source. Doomsday offers several different choices for the source (e.g., mobj), which is used by the particle system to "trigger" the generators to be spawned when needed. A generator must have a source to be able to create new particles. If the source of a generator is destroyed before the generator dies, the only result will be that no new particles are created. Any existing particles created prior to the removal of the source will live on.
 +
 +
 +===== Limitations =====
 +
 +
 +There is a limit to the number of active particle generator entities in the
 +level (currently **512**). If the maximum number is reached, existing non-static generators will be destroyed to make room for any new generators.
 +
 +
 +===== Triggers =====
 +
 +
 +There are several methods of triggering a generator, each of which is outlined below:
 +
 +^ Method Name^ Description |
 +| [[generator_triggers#Damage_triggered|Damage]]| Spawn a generator when the specified [[mobj]] is damaged. |
 +| [[generator_triggers#Flat_triggered|Flat]]| Spawn a generator when a map surface's material changes. |
 +| [[generator_triggers#Map_triggered|Map]]| Spawn a generator when the specified map begins. |
 +| [[generator_triggers#State_triggered|State]]| Spawn a generator when a [[mobj]] enters the specified [[state]]. |
 +| [[generator_triggers#Type_triggered|Type]]| Share a single generator among all [[mobj]]s of the specified type. |
 +
 +
 +
 +===== Syntax =====
 +
 +{{page>generator_syntax}}
 +
 +
 +===== See also =====
 +
 +  *  [[howto:3D model particles]]
 +  *  [[modding:Particle generator examples]]
ded/generator.txt · Last modified: 2017-03-20 06:36 by skyjake