Custom PC [UK] (November 2010)

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Custom computer is the journal for those that are enthusiastic about notebook expertise and undefined. no matter if you've been construction and customising computers for years or you've simply began performance-tuning ready-made structures, the entire details you would like is now in a single place.

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Almost there! Now to emit new particles! But first, let’s talk about random numbers. Random Numbers and Initial Conditions One of the defining characteristics of a particle system is that each particle contains its own unique state. Each new particle put in the system has its own unique initial conditions as well (and by unique I mean unique-ish). There is actually a pretty good chance in a particle system that you will have a few particles that are exactly the same, but I digress. How do you make each particle unique?

Open SceneThree, and let’s take a look at an animated Technicolor dream emitter. Now that you can do color-changing particles, you can simulate a fairly decent fire. animateColor = YES; And finally, you set the start color to a pure yellow and your end color to a dark red. emit = YES; [particles setParticle:@"whiteBlur"]; Finally, you set your particle to the good old standby: whiteBlur (which is the brighter cousin of whiteSubtle). Figure 1-15 shows the result of the color-changing efforts. The color change really adds that bit of life that really makes the effect jump out and look great.

Just like velocity is a change in position over time, acceleration is simply a change in velocity over time. Let’s look at adding a force to your particle. You will need a new instance variable: @interface BBParticle : NSObject { . BBPoint force; . } @property (assign) BBPoint force; . z * deltaTime; . Easy! Now you need to just add a force var to the emitter and update the emit method: -(void)emitNewParticles:(NSTimeInterval)deltaTime { . . NSInteger index; for (index = 0; index < newParticleCount; index++) { .

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