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nintervik committed Apr 12, 2018
2 parents 4987090 + aa83cd3 commit 528e9aa
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26 changes: 19 additions & 7 deletions README.md
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Expand Up @@ -23,22 +23,34 @@ _IMPORTANT: do not modify, change or add any folder or file (unless specified) a

## Notes on performance

Be aware that creating a lot of emitters with high emission rates might result in a bad performance.
Be aware that creating a lot of emitters with high emission rates might result in a bad performance. Due to physics movement calculations, performance gets worser when there are vortices on the scene. Also don't spawn a lot of smoke emitters as they genereate a lot of particles.

## Controls

### Keyboard and mouse:

- Right click to create a fire emitter
- Number 2 to create a fire emitter without smoke
- Number 3 to create a green fire with purple smoke
- Return key to remove all emitters
- ESC to close application
Emitters creation:
- RIGHT CLICK: to create a fire emitter that follows the torch
- NUM 1: Explosion 1
- NUM 2: Flame
- NUM 3: Purple fire
- NUM 4: Bubbles
- NUM 5: Explosion 2
- NUM 6: Smoke
- NUM 7: Spark
- NUM 8: Pixel smoke

You can change the attributes of the three emitters by changing the its attributes inside the xml file called psystem_config.
General:
- RETURN: remove all emitters
- S: Stop fire emitter for 5 seconds
- D: Start fire emitter for 5 seconds
- ESC: exit application

You can change the attributes of the emitters by changing the its attributes inside the xml file called psystem_config. You can also add new ones if needed. Remeber to increase MAX_NUM_EMITTERS_TYPE to store the number of emitters you need.


## Tools used

* IDE: Microsoft Visual Studio 2017
* Language: C++
* Graphics and audio: SDL 2.0
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2 changes: 1 addition & 1 deletion docs/README.md
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Expand Up @@ -586,7 +586,7 @@ _SOLUTION_
firstAvailable = &particleArray[0];

// Each particle points to the next one
for (int i = 0; i < poolSize - 1; i++)
for (int i = 0; i < 100; i++)
particleArray[i].SetNext(&particleArray[i + 1]);

// The last particle points to nullptr indicating the end of the vector
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