Xna particle system not updating position
Moving eye candy to the GPU leaves the CPU free for other things, such as gameplay, physics, or AI.
When a new particle is created, the CPU fills a vertex structure with the position, velocity, and creation time.
Your post is far too vague to get a meaningful answer.
After this vertex is uploaded to the GPU, the CPU never needs to touch it again.
Every frame, the current time is set as a vertex shader parameter.
The particle's position only needs to be translated to screen coords by the rendering logic.
I haven't read the book you mentioned, but I'll also assume that camera translations are being passed as a matrix as part of a call to .
DPSF is 100% free to use in any application, although donations are appreciated :) If you are releasing an application that uses DPSF, you must reference DPSF somewhere in your application.
It is recommended that you display the DPSF splash screen (players can skip splash screen by pressing a button), but not required; you can just show the DPSF Logo (image) or mention DPSF in text somewhere in the application instead.
If the only place that DPSF is mentioned in your application is in the credits, then they should be accessible from the main menu.
The DPSF Logo and Splash Screen Particle System can be found in the DPSF install directory in the Logos directory, typically "C:\DPSF\Logos".
Description: This sample shows how to implement a 3D particle system by using point sprites.Tags: Adult Dating, affair dating, sex dating