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Messages - Krin

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1
Support / Re: Best Solution for Rendering Particles?
« on: August 28, 2013, 02:48:26 pm »
Huzzah! I think it works :D I tested it with 5000 particles and it ran at 60 FPS on a standalone build, so I think the concept is correct. I basically pass in a list of particle data (x, y, z, scale, color, rotation) and it clears the meshes and UVs and re-draws it with the new data each update (which I guess is the way I'm supposed to do it?)

Just wanted to say thanks for the quick support and pointing me in the right direction.

Now it's time to test and optimize it for mobile... Wish me luck :P


2
Support / Re: Best Solution for Rendering Particles?
« on: August 28, 2013, 01:47:11 pm »
I've been trying to do as you suggested and am modifying a new Sprite class to buffer the draw.

Now for the actual drawing part - am I correct in thinking that I would need to Clear() / rebuild the mesh each Update (perhaps override the Build() method) with the calibrated Verticies + UVs with the Particle data? Or am I missing something?

3
Support / Re: Best Solution for Rendering Particles?
« on: August 28, 2013, 11:38:32 am »
Alright cheers, I'm gonna give it a shot :)

4
Support / Re: Best Solution for Rendering Particles?
« on: August 28, 2013, 11:30:05 am »
Ah yes, buffering and filling with sprite data sounds like the thing I'm looking for. Is there any documentation on how to do that? And will I still be able to use vertex colors and images from SpriteCollections?


5
Support / Best Solution for Rendering Particles?
« on: August 28, 2013, 11:11:38 am »
Hey,

I've written a custom particle system to work with tk2d and I'm looking to improve its speed. I'm targeting mobile, and looking to render around 300-500 particles at a given time. My current solution has each particle as a monoBehavior, attached to a GameObejct with a tk2dSprite. But I'm wondering if there is a faster way to do this? Perhaps without involving GameObjects?

For example, I could make the particle just an abstract class, shove them all into a big List and then (somehow) draw the entire List as once so that I don't need to have hundreds of GameObjects in the scene?

Any advice or suggestions would be appreciated! Thank you :)

6
Support / Re: Using 2DTK with Spine - Need Help
« on: June 06, 2013, 11:01:18 am »
Alright thanks :)

7
Support / Using 2DTK with Spine - Need Help
« on: June 04, 2013, 05:35:26 am »
Hey,

I absolutely love the plug-ins so far, but I need some help with something specific.

  • I have a humanoid character that I exported body parts from.
  • I need to leave quite a large padding around the body parts because I want to have different skins, and I don't want the Spine alignments to be off-center.
  • But when I leave the Atlas/Collection to be trimmed by 2DTK, it cuts out all the transparent bits, and as a result the UV mapping is a bit off.
  • If trimming is turned off, then everything works fine.

However, I do wish to have trimming on, because it saves a great deal of space. My question is - is there a way to reference the Texture's original (frame) width and height before it was trimmed? As well as the offset of the trimmed texture relative to the original? (In order to UV map it properly onto a mesh)

My second question is, is there any way to dynamically generate collections at runtime? Or if there is any similar solution? In that case that I wanted to use the same Spine skeleton for characters, but I want to be able to change their skins?

Thanks!

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