Particle refers to a graphics technique that uses a large number of very small sprites or other graphic objects to simulate certain kinds of "fuzzy" structures like fire, explosions, etc.
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which flash 3d particle engine generate such xml file
I found some particle config files like below one, but I don't know which flash 3d particle engine use them, they are different from away3d's which use 'root' as root element of xml.
<effect ...
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57 views
Particle trajectory smoothing: where to do the simulation?
I have a particle system in which I have particles that are moving to a target and the new targets are received via network. The list of new target are some noisy coordinates of a moving target stored ...
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1answer
31 views
CCParticleSystemQuad works as intended every second time
I'm using CCParticleSystemQuad for particles, loading it from plist:
flourEmitter = [CCParticleSystemQuad particleWithFile:@"FlourParticles.plist"];
But it works not every time. Every second or ...
2
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1answer
101 views
How do you add rotation to particles?
Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
7
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2answers
399 views
How to define areas filled with water?
I would like to enhance my little game engine with nice looking water simulation. To start working on that I need to find a proper way to represent water in the game. Unfortunately I don't know much ...
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2answers
255 views
How do I create a “flying through space” effect?
On the Final Destination stage in Super Smash Bros Brawl (and SSB Melee) the players fight on a platform seemingly moving through space:
I see particle effects, but I don't understand how they made ...
3
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2answers
124 views
Playing different particle effects in Unity on the same ParticleSystem
The question really sums it up: What is the best way to use one particle system for playing different particle effects?
The scenario: GameObject is picked up and it starts playing a simple indicator ...
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1answer
145 views
2D Particle Physics [closed]
I am wanting to write small Particle and ParticleEmitter Classes for a HTML5 Canvas Game (Though, just discussing it in pseudo code is fine)
I am not great, at all, at Physics, and I don't want to ...
4
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3answers
194 views
Fast method of detecting whether point is inside mesh
I'm trying to construct a 3d object from a large number of particles. I think this is called BVH (Bounding volume hierarchy). I figured the best way is to draw the particles inside the mesh, then let ...
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70 views
Can't Load Shaders [closed]
I have a Windows Phone 8 XAML with DirectX project. I have written some code to load textures and shaders to simulate a particle system. The particles render to the DrawingSurface XAML control. ...
2
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0answers
328 views
Improving performance of a particle system (OpenGL ES)
I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 ...
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294 views
Libgdx Particle Editor: Blank UI elements
How can I get Libgdx Particle Editor to run properly on my 32-bit Windows 7 machine? When I run it, the UI elements are blank like this:
2
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1answer
123 views
Sound activated particlesystem
I am trying to make a particle system that is activated by sound. Like emitting on the beat resizing on the beat and such things. I found some nice tutorials on how to make things like ...
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1answer
186 views
set TouchEvent to every particle in SpriteParticleSystem in andEngine livewallpaper
All
I have working on andEngine Live wallpaper and I have use SpriteParticleSystem. I want to add touch event to every Sprite of SpriteParticleSystem and remove that sprite from scene.
I have use ...
2
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2answers
1k views
How do I create an actor class in UDK that will spawn a specific particle system?
I'm trying to write a new class that I can drag from actor classes window into the scene and it will spawn a specific particle effect. Its going to be a 'prop' that later will also contain a static ...
3
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2answers
196 views
How do I properly use particle simulation in Unity?
So I'm using Unity's simulate function to pre-render particles. It seems that simulate is not quite working as to what I expect. It's most likely a setting that I missed. But I just really cannot find ...
4
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3answers
408 views
OpenGL ES 2.0 - How to batch draw particles that have unique translations, rotations, scales, and alphas?
I've combined all of my vertex data for many particles into a single array. How would I batch draw all of those particles in a manner that preserves their unique translations?
Any code examples ...
2
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1answer
215 views
Particle systems on multiplayer games
I'm working on a 2D javascript/Three.js multiplayer game, using web sockets and an authoritative server currently written in Python.
The combat mechanic will be similar to Geometry Wars however i'm ...
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544 views
Black Screen: How to set Projection/View Matrix
I have a Windows Phone 8 C#/XAML with DirectX component project. I'm rendering some particles, but each particle is a rectangle versus a square (as I've set the vertices to be positions equally offset ...
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2answers
2k views
How to implement explosion in OpenGL with a particle effect?
I'm relatively new to OpenGL and I'm clueless how to implement explosion. So could anyone give me some ideas how to start? Suppose the explosion occurs at location $(x, y, z)$, then I'm thinking of ...
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1answer
695 views
Unity Particle System collision detection problem
I'm using Unity 3.5.5f3 wich has the Shuriken particle system.
I've made a blood particle system based on Unity's demos. (Exploding paint [Blood])
The blood is flowing and when it collides with a ...
8
votes
3answers
562 views
How to do the Geometry Wars gravity well effect
I'm not talking about the background grid here, I'm talking about the swirly particles going around the Gravity Wells! I've always liked the effect and decided it'd be a fun experiment to replicate ...
3
votes
2answers
445 views
OpenGL sprites and point size limitation
I'm developing a simple particle system that should be able to perform on mobile devices (iOS, Andorid). My plan was to use GL_POINT_SPRITE/GL_PROGRAM_POINT_SIZE method because of it's efficiency ...
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1answer
420 views
UDK ParticleSystem Problem
I use below code to create my particles ( in fact, I don't know any other way.)
spawnedParticleComponents = WorldInfo.MyEmitterPool.SpawnEmitter(ParticleSystem'ParticleName', Location, Rotator );
...
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2answers
166 views
How to offset particles from point of origin
Hi I'm having troubles off setting particles from a point of origin. I want my particles to spread out after a certain radius from a the point of origin. For example, this is what I have right now:
...
2
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2answers
296 views
Calculating the correct particle angle in an outwards explosion
I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this:
Where each particle is going outwards from the ...
5
votes
4answers
1k views
How to create a Raining Effect(Particles) on Android?
I am developing a 2d android strategy game, it runs on SurfaceView, so I can't(or can I?) use LibGdx's particle system. And I would like to make a raining effect, I am aiming for something like this( ...
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1answer
325 views
2D Tile Based Particle Collisions
I have a basic 2D particle system and I'm now looking to implement collisions, however I'm not sure on what the best way to do it is. My game is tile based and runs in XNA Game Studio 4.0. I've seen ...
5
votes
3answers
972 views
What features do basic particle engines have?
I created a basic particle system for SDL in C++. It has some basic stuff like an emitter, as well as a simple particle class. It can load a image, or create a dot of a color. And that's it. What ...
3
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2answers
327 views
Creating 2D waveform for Cocos2d game
I'd like to have a Waveform in my iPhone game that I am developing using Cocos2d v2.0.
That's the ideal wave I'd like to achieve. A simpler wave which I would still be happy with is this one.
...
3
votes
1answer
284 views
How to bounce a 2d point particle off of a circular edge
In a prototype I'm building, a particle can spawn anywhere within a larger, confining circle. Important to note is that the particle will not spawn in the origin of the larger circle, but anywhere ...
4
votes
1answer
511 views
How to code a simple torch light?
How would you code a simple "8 bit fire torch" (just one, nothing else to worry about on screen), without using any sprites?
For instance, how would you "animate" a torch that looks like this one:
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1answer
356 views
How to obtain contrail visual effect?
I have objects moving in OpenGL ES1 application. I want some of them to leave behind contrail – like if they would emit some radiation or something.
EDIT: the kind of contrail is:
light contrail – ...
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2answers
179 views
How to obtain “annealing” effect via particle system
In this video demonstration, there is the annealing effect, where particles seems to loose their hue and converge into pure white, and then gradually disappear via alpha channel. And in parallel to ...
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1answer
157 views
How can I keep straight alpha during rendering particles?
Rencently,I was trying to save textures of 3D particles so that I can reuse the in 2D rendering.Now I had some problem with alpha channel.Some artist told me I that my textures should have ...
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2answers
352 views
Cascade(Waterfalls) particles animation - openframeworks, alternatives
Has anyone tried to create a waterfall particles animation using openframeworks? Is it possible? Is it good?
If not, can you recommend any other frameworks for easier creation of cascade animation?
...
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2answers
895 views
Top down water view, cocos2d
Has anyone successfully created a top down view of a stream/river? I need to also work out how to make it look like a boat is cutting through the water.
3
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1answer
2k views
Changing the size of shuriken particle effects to simulate a torch flame Unity3D
Basically I'm trying to use the "Flame" particle effect to simulate the flame on a torch. My problem is the flame is far too big. I've been trying too figure out how to resize the flame to fit the ...
5
votes
2answers
552 views
Alternatives to multiple sprite batches for achieving 2D particle system depth
In my 2D XNA game, I render all my sprites with a single sprite batch using SpriteSortMode.BackToFront and BlendState.AlphaBlend.
I'm adding a particle system based on the App Hub particles sample. ...
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1answer
218 views
World Location issues with camera and particle
I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I ...
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1answer
480 views
Creating thrusters on a ship in Unity3D
So, I'm using the legacy particle "small flames". Basically what I want it to do is always emit below the ship, so when the ship turns and such it still looks like the thrusters are firing.
I know ...
3
votes
1answer
1k views
Lightning whip particle effects
I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the ...
30
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4answers
4k views
How to render 2D particles as fluid?
Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it?
This is for a 2D game, where the perspective is from the side, like ...
2
votes
2answers
531 views
Registering collision on particles
I am using CCParticleSystemQuad to create particle effects. But I want my sprites to be able to collide with particles. Say your character is a dragon, the dragon breath is a particle effect emitting ...
9
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1answer
371 views
Is it worthwhile to use particle pools in managed languages?
I was going to implement an object pool for my particle system in Java, then I found this on Wikipedia. To rephrase, it says that object pools aren't worth using in managed languages like Java and C#, ...
5
votes
3answers
642 views
Rotate a particle system
Languages / Libraries in use: C++, OpenGL, GLUT
Okay, here's the deal.
I've got a particle system which shoots out alpha blended textures to produce a flame. The system only keeps track of very ...
2
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1answer
958 views
Drawing beam effect in UDK?
I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. ...
2
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1answer
586 views
GPU particle system using vertex texture fetch in Direct3D9
I've been reading up on particle systems amongst other stuff and one interesting approach uses rendertargets to store a particle's position, velocity, lifetime, etc. A pretty neat summary is given ...
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1answer
1k views
Is my particle system design good?
Recently I started designing a particle system for a game I develop. But I have some issues with it. I mean, it works but I have a feeling that my design isn't good enough.
So, basically I have a ...
3
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1answer
1k views
DirectX11, how to properly update a staging buffer with a structured buffer's count using CopyStructureCount
Alright, I'm not quite sure what is going on with my code at the moment.
I'm currently getting around to defining behavior for my particle system, and to better do this I need to know how many ...