Flint Particle System Forum - When to use DisplayObjectRenderer and when to use BitmapRenderer ? Sat, 25 Dec 2010 17:35:42 +0000 http://flintparticles.org/forum/ Lussumo Vanilla 1.1.10 & Feed Publisher When to use DisplayObjectRenderer and when to use BitmapRenderer ? http://flintparticles.org/forum/comments.php?DiscussionID=218&Focus=801#Comment_801 http://flintparticles.org/forum/comments.php?DiscussionID=218&Focus=801#Comment_801 Fri, 05 Jun 2009 15:27:38 +0100 TackleMcClean
So for I've only noticed that I cannot add filters to the DisplayObjectRenderer. Is one faster than the other? ]]>
When to use DisplayObjectRenderer and when to use BitmapRenderer ? http://flintparticles.org/forum/comments.php?DiscussionID=218&Focus=809#Comment_809 http://flintparticles.org/forum/comments.php?DiscussionID=218&Focus=809#Comment_809 Mon, 08 Jun 2009 19:30:55 +0100 TripleH
I started using a DisplayObjectRenderer to produce streams of particles to represent water flows through pipes. I added a BlurFilter to the particles themselves, and it worked out alright. However, each stream required a Steady counter of 25 particles a second. With 7 emitters, the amount of particles made it run horribly slow on anything other than a high end computer (fortunately my work computer is one of those).

That's when I decided to try the BitmapRenderer. Each emitter is now down to 2-4 particles per second, and adding the BlurFilter to the renderer itself produces the nice motion blur that I was looking for. The hardest part is to make sure you import all the necessary components.

I also found this handy little helper: http://www.visualisations.co.nz/visualise/flint-collide-update/. It allows you to use lines as collision surfaces to bounce particles off ( or have them follow the line if you set the bounce to 0 ). I don't know if you have use for it, but it's cool nonetheless.

Overall, I prefer the BitmapRenderer, but it's really up to what works best for you. If you need help implementing it, just ask and I can post some of my code. ]]>