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DPSF Demo Video 2 of 2 (Dynamic Particle System Framework for XNA)

Written by admin on Jul 29th, 2010 | Filed under: Source Code Tools
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This is a demo video of the DPSF (Dynamic Particle System Framework) software that can be used to create custom particle systems (ie particle engines) in XNA quickly and easily. These are just a few of the particle systems that were created using it. You can download DPSF from dpsf.danskingdom.com to use it in your own XNA projects (or from http if danskingdom.com is down). The download also comes with the demo application shown here, so you can play around in these particle systems interactively yourself and look at the source code and see how they work (you will need to have visual studio 2008 and the XNA game studio 3.0 installed to do this). Note: the screen capture software used reduced the frame rate shown in the video by 100-300fps.

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  • cdxrd

    Damn!

  • killerxx77

    what is this how do i get it??????

  • MarioWorldWars

    WOW that looks really impressive. I think we’ll implement that particelsystem in our game/engine :-)

  • vulkein

    my favorite vid

  • deadlydog

    DPSF is a particle system framework for creating custom particle systems in XNA. You can download it from dpsf-danskingdom-com (Replace the “-” in the URLs with periods “.”). The installer comes with all of the demo particle systems shown, so you can play around with them if you have Visual Studio 2008

  • darkhydro5

    Hey man i just downloaded DPSF and ive been lookin at the help but its kinda slow. You should make either a video tutorial or a text tutorial on your website, would be pretty awesome. Once i get the hang of this i cant wait to start implementing it in my games.

  • deadlydog

    Yeah, I plan on putting up a tutorial section on the website once I finish writing my Masters thesis. I’ve had this planned for a while now, just haven’t had time to get to it yet. Thanks though :)

  • jbiller

    Are you doing anything fancy for the graphical part of this or are you just using billboarded textures? Looks pretty good though. I’d be tempted to attach light objects to all those particles and destroy your frame rate.

  • deadlydog

    I’m just using billboarded textures in these demos; I haven’t implemented any post-processing effects yet, but it can easily be done.

  • deadlydog

    yeah, attaching lights to the particles would be awesome. likely couldn’t do it in real-time, but it would look sweet i’m sure :-)

  • deadlydog

    There are now tutorials up on the website :-)

  • gwomack00

    wow. is there a way to use it in 2D?

  • deadlydog

    Yup, it can be used in 2D. All of the effects in the video from time 3:32 – 5:50 are done in 2D and the mouse is used to move the emitter and magnets around.

    DPSF supports drawing particles as 2D sprites (using an XNA SpriteBatch), as well as 3D pixels, point sprites, and textured quads

  • chibitotoro0o0

    are u using billboarded quads or point sprites? cuz i see rotations but my billboarded quads cant hit as high of a polycount as you =(

  • deadlydog

    Almost all of the particle systems in the video use point sprites, but a few of them use billboarded quads (i.e. the effect at 2:00, 2:55). Also, the size of the particles can have a large impact on performance. Sometimes you may get better performance by using more smaller particles instead of fewer large ones.