The Drag[en]gine is a fully customizable game engine and game development environment designed with modularity and extensibility in mind not requiring expensive licenses.
Little time for engine work but a bunch of improvements on particle emitters.
Posted by Dragonlord on Sep 17th, 2011
A bunch of other projects (especially in real life) got in the way of development so things slowed down a bit. Nevertheless another entry on the list of remaining tasks to do for the first engine release could be complete. Now I can head over to the rest of the entries on the list and these should hopefully not be that work intensive.
The particle system received a bunch of updates which I had on my list since some time. As a new trend I talked about recently I'm not going to write much here but instead show you over to the Particle Emitter Wiki Page containing detailed information. So here just a short list of what changed. See the Wiki page for explanation on what each of the changes does.
So without further ado a bunch of particle emitters showcasing the various changes and to give a quick overview of what can be done.
I also made a test with it a couple of days ago with another model of mine. Here the particle emitter is attached to a model bone (first example particle emitter from the previous video used here). This shows also a test with Animation Difference to do body tilting. This method is especially nice since you can do full body tilt with various similar animations using only 1 additional animation (a tilt animation).
With this task gone the list of remaining tasks to release the engine is one less. Next step is adding the nodes support to animators and skins to add another layer of control for these cases where you want to do the really crazy and complex stuff. So stay tuned.