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Designing your particle types is the most important process when
trying to keep your game's performance up.
If you're planning to create many effects at once within your game
or want to distribute your game on slower machines, there are some
things you should care about while designing particle types:
Keep particles small
Huge particles (especially when transparent) will be rendered slower
than small ones. This is no effect of the engine itself (Particle Candy
handles huge particles as fast as small ones). The slow part here is
the screen rendering. Huge
particles take much more time for being rendered to the screen and we
are not sure if this depends on the way a GeForce card works or if this is
caused by Blitz' internal render engine. For this reason, we added the
MAXSIZE parameter to the ParticleType_SetSize( ) command. This simply stops
a particle growing when it reaches a certain size, so you don't have to
worry about extremely large particles. You should make use of this parameter.
Keep particle quantity low
It's quite simple: as more particles you generate, as more time Blitz will
need to render them all to screen. In most cases, you will be able to decrease
the emission count to a lower value without any visual difference. You should
also play with the particle size and other parameters. Cleverly set particle type
parameters will allow you to decrease the emission rate in most cases without
loosing the visual appearance of your effect.
Get rid of particles quickly
To reduce the number of particles on screen, you should set the
particle types parameters so that a particle does not 'live' longer
than needed. Here are some situations where Particle Candy automatically
deletes a particle or simply doesn't render it:
When it reaches a size of zero or below
When it reaches a transparency value of zero or below
When the particle's lifetime has exceeded
When the particle is out of sight (camera view)
When the particle has reached it's maximum number of bounces
Keeping this in mind, you'll be able to create particles that do not
stay longer on the screen, as neccessary. Give them an alpha decrease
value, for example, so Particle Candy will remove them as soon as
they are invisible. Or let them shrink in size, so Particle Candy
will remove them as soon as their size reaches zero. Or, very simple,
give them a short lifetime.
Counting it all together, there's one golden rule to follow:
Keep them small, use less.
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