Flint Particle System Forum - Best method for iOS Sat, 26 May 2012 07:03:53 +0100 http://flintparticles.org/forum/ Lussumo Vanilla 1.1.10 & Feed Publisher Best method for iOS http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1793#Comment_1793 http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1793#Comment_1793 Tue, 29 Nov 2011 19:42:59 +0000 fxkill Best method for iOS http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1796#Comment_1796 http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1796#Comment_1796 Sat, 03 Dec 2011 17:07:07 +0000 Frinkky Best method for iOS http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1805#Comment_1805 http://flintparticles.org/forum/comments.php?DiscussionID=539&Focus=1805#Comment_1805 Wed, 14 Dec 2011 19:59:07 +0000 Richard
Depending on your frame-rate, and your target frame-rate, you can also make Flint run less frequently than every frame, to free resources for the rest of your app. To do this, set the useInternalTick property of the emitter to false, and set up your own timing mechanism. Then call the emitter's update method based on your timing mechanism, passing it the time in seconds since the last update.

There are some inefficiencies in Flint, most of which are the result of its flexibility. When I created this playbook project - http://www.richardlord.net/particle-soup - I used Flint until I had what I needed, then I removed bits of Flint that I wasn't using (e.g. checking whether particles should be removed - in this instance that wasn't necessary) to make it more efficient. You may find that to get the performance you need, you need to remove unwanted bits of Flint.

You may even find the only solution is to hand code your particle effect. But Flint can still be used to figure out exactly what you want so you only have to hand code it once, and to provide the algorithms for the effects. ]]>