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	<title>Comments on: iPhone Game Programming &#8211; Tutorial 8 &#8211; Particle Emitter</title>
	<atom:link href="http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/</link>
	<description>iPhone Game Development - Web Development</description>
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		<title>By: Joshua Simeon Narins</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7441</link>
		<dc:creator>Joshua Simeon Narins</dc:creator>
		<pubDate>Thu, 26 Jan 2012 02:51:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7441</guid>
		<description>I am pretty sure you want the gravity to be multiplied by delta, too.</description>
		<content:encoded><![CDATA[<p>I am pretty sure you want the gravity to be multiplied by delta, too.</p>
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	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7314</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Fri, 23 Sep 2011 05:11:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7314</guid>
		<description>So I got my hands on Tim Omernick&#039;s particle system and his particles do rotate. After examining his code it appears as though he has done the rotations manually (by specifying the corners of the quad (or rather two triangles)). I think someone has already posted this above actually.

Anyway, so my question is this: could a similar approach (manually specify corners of quad) be used in combination with your approach (sprite points)? 

Or maybe there is a &#039;better&#039; way to do it perhaps?</description>
		<content:encoded><![CDATA[<p>So I got my hands on Tim Omernick&#8217;s particle system and his particles do rotate. After examining his code it appears as though he has done the rotations manually (by specifying the corners of the quad (or rather two triangles)). I think someone has already posted this above actually.</p>
<p>Anyway, so my question is this: could a similar approach (manually specify corners of quad) be used in combination with your approach (sprite points)? </p>
<p>Or maybe there is a &#8216;better&#8217; way to do it perhaps?</p>
]]></content:encoded>
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	<item>
		<title>By: Peter</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7312</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Fri, 23 Sep 2011 04:31:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7312</guid>
		<description>Hi Mike,

Firstly let me just say your tutorials are amazing - keep up the awesome work!

I have a question regarding particle systems -more specifically about your point sprite implementation. Is it possible for point sprites to be drawn at a rotated angle? For some particle effects like smoke it looks cooler if the particles are rotated!

If this is possible could you help me out with it?

Thanks in advance,
Peter</description>
		<content:encoded><![CDATA[<p>Hi Mike,</p>
<p>Firstly let me just say your tutorials are amazing &#8211; keep up the awesome work!</p>
<p>I have a question regarding particle systems -more specifically about your point sprite implementation. Is it possible for point sprites to be drawn at a rotated angle? For some particle effects like smoke it looks cooler if the particles are rotated!</p>
<p>If this is possible could you help me out with it?</p>
<p>Thanks in advance,<br />
Peter</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Generate Particles Along A Path &#124; ClingMarks</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7304</link>
		<dc:creator>Generate Particles Along A Path &#124; ClingMarks</dc:creator>
		<pubDate>Sat, 17 Sep 2011 17:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7304</guid>
		<description>[...] 71squared&#8217;s tutorial, which in my opinion is the one of the best tutorials in this category (link to tutorial). Their &#8220;Particle Designer&#8221; is also a great tool to simplify the process to create [...]</description>
		<content:encoded><![CDATA[<p>[...] 71squared&#8217;s tutorial, which in my opinion is the one of the best tutorials in this category (link to tutorial). Their &#8220;Particle Designer&#8221; is also a great tool to simplify the process to create [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Colourclash</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7048</link>
		<dc:creator>Colourclash</dc:creator>
		<pubDate>Mon, 16 May 2011 13:47:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7048</guid>
		<description>No problem Mike.

ps I can&#039;t take any credit for the DebugScope tool. It was written by another ex Bizarre Creations guy who now runs PixelBalloon (www.pixelballoon.com).</description>
		<content:encoded><![CDATA[<p>No problem Mike.</p>
<p>ps I can&#8217;t take any credit for the DebugScope tool. It was written by another ex Bizarre Creations guy who now runs PixelBalloon (www.pixelballoon.com).</p>
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	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-7/#comment-7047</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Mon, 16 May 2011 13:25:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7047</guid>
		<description>Thanks for the pointer Colourclash. That is a really interesting project and may well help us get the live particle editing we have wanted to put in Particle Designer sorted out.

We wrote our own network code to remotely control a particle emitter on one or more real devices direct from Particle Designer. It was working great but we could not get rid of some stability issues and ran out of time to get it working.

We are working on Particle Designer 2.0 at the moment and this project may well be able to help out.

Cheers

Mike</description>
		<content:encoded><![CDATA[<p>Thanks for the pointer Colourclash. That is a really interesting project and may well help us get the live particle editing we have wanted to put in Particle Designer sorted out.</p>
<p>We wrote our own network code to remotely control a particle emitter on one or more real devices direct from Particle Designer. It was working great but we could not get rid of some stability issues and ran out of time to get it working.</p>
<p>We are working on Particle Designer 2.0 at the moment and this project may well be able to help out.</p>
<p>Cheers</p>
<p>Mike</p>
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	</item>
	<item>
		<title>By: Colourclash</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-6/#comment-7046</link>
		<dc:creator>Colourclash</dc:creator>
		<pubDate>Mon, 16 May 2011 13:20:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-7046</guid>
		<description>Hi Mike, thanks for the tutorial. Great stuff as always.

I just wanted to point you in the direction of a cool open source tool that you might find useful. It&#039;s a realtime debug variable tweaker that lets you change variables in realtime of your iPhone/iPad app. 

It requires you to add some code to your iPhone projet but the code is lightweight and can be integrated in 10 minutes and once the code is integrated the tool just needs the iPhone&#039;s ip address to communicate. 

You can expose variables by declaring them in your code with a special macro and once exposed you will get a slider bar in the tool for each one. It even supports colours with a colour picker.

Check it out: 

http://tumblr.com/xtb2080ldi</description>
		<content:encoded><![CDATA[<p>Hi Mike, thanks for the tutorial. Great stuff as always.</p>
<p>I just wanted to point you in the direction of a cool open source tool that you might find useful. It&#8217;s a realtime debug variable tweaker that lets you change variables in realtime of your iPhone/iPad app. </p>
<p>It requires you to add some code to your iPhone projet but the code is lightweight and can be integrated in 10 minutes and once the code is integrated the tool just needs the iPhone&#8217;s ip address to communicate. </p>
<p>You can expose variables by declaring them in your code with a special macro and once exposed you will get a slider bar in the tool for each one. It even supports colours with a colour picker.</p>
<p>Check it out: </p>
<p><a href="http://tumblr.com/xtb2080ldi" rel="nofollow">http://tumblr.com/xtb2080ldi</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Daniel</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-6/#comment-4390</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 18 Nov 2010 19:39:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-4390</guid>
		<description>Hi Mike, first of all thanks for this great tutorial.

I&#039;ve only got one problem, that i haven&#039;t been able to solve:
If i use the EAGLEView as a normal UIVIew (inside another UIVIew) everything works fine and as expected, but if i re-instantiate it a second time (having released the first EAGLView before), the particles do NOT get rendered on-screen.
I&#039;m rather new to OpenGLES, so forgive me if this is a dumb question.

thanks</description>
		<content:encoded><![CDATA[<p>Hi Mike, first of all thanks for this great tutorial.</p>
<p>I&#8217;ve only got one problem, that i haven&#8217;t been able to solve:<br />
If i use the EAGLEView as a normal UIVIew (inside another UIVIew) everything works fine and as expected, but if i re-instantiate it a second time (having released the first EAGLView before), the particles do NOT get rendered on-screen.<br />
I&#8217;m rather new to OpenGLES, so forgive me if this is a dumb question.</p>
<p>thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: iPhone Game Programming Tutorial 1 &#124; Hardblog Cafe</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-6/#comment-4174</link>
		<dc:creator>iPhone Game Programming Tutorial 1 &#124; Hardblog Cafe</dc:creator>
		<pubDate>Wed, 06 Oct 2010 15:26:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-4174</guid>
		<description>[...] iphone-game-programming-tutorial-7-singleton-class iphone-game-programming-tutorial-8-particle-emitter iphone-game-programming-tutorial-9-sound-manager iphone-game-programming-tutorial-10-game-structure [...]</description>
		<content:encoded><![CDATA[<p>[...] iphone-game-programming-tutorial-7-singleton-class iphone-game-programming-tutorial-8-particle-emitter iphone-game-programming-tutorial-9-sound-manager iphone-game-programming-tutorial-10-game-structure [...]</p>
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	</item>
	<item>
		<title>By: Danegraphics</title>
		<link>http://www.71squared.com/2009/05/iphone-game-programming-tutorial-8-particle-emitter/comment-page-6/#comment-3053</link>
		<dc:creator>Danegraphics</dc:creator>
		<pubDate>Sat, 10 Apr 2010 04:07:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=551#comment-3053</guid>
		<description>Actually I just retested and found that all three mallocs are memory leaks of some kind.

	texCoords = malloc( sizeof(texCoords[0]) * totalQuads);
	vertices = malloc( sizeof(vertices[0]) * totalQuads);
	indices = malloc( sizeof(indices[0]) * totalQuads * 6);</description>
		<content:encoded><![CDATA[<p>Actually I just retested and found that all three mallocs are memory leaks of some kind.</p>
<p>	texCoords = malloc( sizeof(texCoords[0]) * totalQuads);<br />
	vertices = malloc( sizeof(vertices[0]) * totalQuads);<br />
	indices = malloc( sizeof(indices[0]) * totalQuads * 6);</p>
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