diff --git a/README.md b/README.md index 4738ec0..70ff40a 100644 --- a/README.md +++ b/README.md @@ -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 diff --git a/docs/README.md b/docs/README.md index 7f81905..acab683 100644 --- a/docs/README.md +++ b/docs/README.md @@ -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