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The unused fire modes are useful for such general shapes. The check for the structure / vehicle category can be replaced with the C4Fx_FireMode_StructVeh value, too.
![](https://attach.openclonk.org/avatars/65-0196.png)
But don't introduce new regular callbacks for the normal case. The fire is slow enough as it is now
![](https://attach.openclonk.org/avatars/29-2030.png)
If there's just a function that returns a static list of bounding rectangles, it should be fine I think. Like:
local bounding_rectangles = [[-8,-8,16,16], [-5,8,10,12]];
func GetBoundingShape() { return bounding_rectangles; }
This would be useful for many applications. Like better collision detection, burn decals, etc.
![](https://attach.openclonk.org/avatars/65-0196.png)
Well, before my changes, one of the slowest part of the fire effects was calculating the width / height of the fire shape.
![](https://attach.openclonk.org/avatars/29-2030.png)
That is no surprise if you were using stuff like GetDefWidth - these are running through StdCompiler and are horribly slow.
The callback would probably be faster. Of course the fire can also cache the shape and update it only each Thursday at 3AM.
![](https://attach.openclonk.org/avatars/65-0196.png)
I was in the game and there were not a lot of particles. I think it was the old fire. Is the new one in 6.0 already?
By Maikel
Date 2015-05-19 07:16
Ah probably not, sorry.
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