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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9
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3answers
844 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
643 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 ...
0
votes
1answer
651 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 ); ...
1
vote
2answers
210 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
votes
2answers
369 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 ...
6
votes
4answers
3k 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( ...
0
votes
1answer
383 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
1k 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
votes
2answers
451 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
468 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
561 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:
1
vote
1answer
484 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 – ...
1
vote
2answers
199 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 ...
0
votes
1answer
186 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 ...
1
vote
2answers
521 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? ...
0
votes
2answers
1k 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
votes
1answer
3k 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
634 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. ...
0
votes
1answer
229 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 ...
1
vote
1answer
809 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
3k 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 ...
32
votes
4answers
6k 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
614 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
votes
1answer
411 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
718 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
votes
1answer
1k 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
votes
1answer
854 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 ...
0
votes
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
votes
1answer
2k 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 ...
26
votes
5answers
7k views

How can I achieve a good fire effect with alpha blending and particles?

Using the following setting for the OpenGL particle effect: SRC: GL_SRC_ALPHA DST: GL_ONE Creates an additive blend, which looks spectacular on a black background but terrible on brighter colours, ...
4
votes
1answer
5k views

How to use particle editor for libgdx?

In the libgdx wiki, this particle editor is recommended. And this blog was helpful. But the problem is that I am not sure yet how to use it for my game. Let's say I want to have a fire-effect in my ...
12
votes
2answers
953 views

How can I achieve glow effects similar to those in WoW?

I've recently implemented a glow effect using a gaussian filter and could not get the full effect I was wanting. I'm curious to know if how certain glow effects are done in WoW. Like this image: ...
0
votes
2answers
648 views

Particles in XNA - can't get em to work

I am trying to have an explosion appear when a player lands on a mine. I checked out the particle example on the XNA website but it seemed to over complicate it a lot. So any simpler neater explosion ...
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vote
3answers
1k views

XNA: How to make particles face the camera but not alter the pitch

I'm using the particles sample from create.msdn.com/en-US/education/catalog/sample/particle_3d which by default, has all the particles look straight at the camera. I'm trying to modify it so that the ...
3
votes
2answers
212 views

Which of these two particle generator lifetime management techniques is better?

What would be better: An explosion class which gets created when needed, does it's stuff, then is deleted. (one instance per explosion) An explosion class which persists through the whole game, and ...
3
votes
4answers
349 views

Which of these two approaches to particle generator design is preferable?

What is a better idea for a particle generator (bearing in mind the intention to instance the draws to all the particles in the future)? A particle emitter that maintains its own list of particles ...
0
votes
3answers
411 views

Which should be faster: 10 flat shaded polygons or 2 with a transparent texture

I have particle system, and I want to the individual particles to take the shape of a star. Which should be faster: Drawing the 10 polygons using a flat shader, or 2 polygons (a square) with a ...
2
votes
1answer
360 views

What are some of the more commonly used projectile rendering techniques?

couldn't find a duplicate question (bit surprising to me) but anywho I'm starting to get near implementing the rendering of projectiles for my game. My question is what are some good techniques for ...
1
vote
2answers
843 views

How does one avoid hundreds of copies into a vertex buffer each frame?

Assume a Direct3D9-based 2D game, high resolution, very busy. Performance critical. A particle system has 2,000 particles. They are scattered throughout the world with only a subset visible on screen ...
1
vote
2answers
836 views

How do I move a 3D particle using the Mercury particle engine?

I'm currently creating a 3D game with XNA, and I am in need of some particles.That's why I searched for a particle engine. I found Mercury, watched the tutorials and integrated it in the game. But ...
10
votes
1answer
673 views

How does pixeljunk shooter simulate its liquids?

I am really impressed by the liquids in pixeljunk shooter. I would love to know how they do it.
35
votes
1answer
1k views

How do I create particles that react to the player and enemies?

I'm currently making a game with my own game engine which I've written in C++ and I'm using the most recent directx SDK. The game is a top down space shooter (with a pretty interesting twist) and ...
4
votes
1answer
675 views

Particle System OpenGL (ortho)

I want to implement a particle system in my game but i have no idea where to start :S I've never programmed a particle system, so this is my first time >.<. I only want to display pixels ...
10
votes
3answers
769 views

Drawing particles as a smooth blob

I'm new to game/graphics development and I'm playing around with particles (in 2D). I want to draw particles close to each other as a blob, just as liquid/water. I do not want to draw big circles ...
1
vote
1answer
1k views

ways to make a physics engine

Hey so i've been looking into real time physics engines, which led me to the crazyLaggoa multiphysics engine by thiaga costa, and brought up the question of: What are some possible ways, ideas that ...
3
votes
2answers
2k views

How do games make fire and smoke effects?

I was wondering around, searching internet about particle system and fire effects but I haven't found any good answers. On some games I have realized that some sort of movie is being shown as the ...
6
votes
4answers
2k views

Order independent transparency in particle system

I'm writing a particle system and would like to find a trick to achieve proper alpha blending without sorting particles because: Each particle is a point sprite in a single mesh and I can't use ...
6
votes
2answers
771 views

How are these bullets done?

I really want to know how the bullets in Radiangames Inferno are done. The bullets seem like they are just billboard particles but I am curious about how their tails are implemented. They can curve so ...
8
votes
3answers
749 views

Ogre3D how to use many images in a particle system

In the example I found, it usually uses one images for a particle system. Is it possible to use multiple images in a system?
5
votes
2answers
659 views

3D Particle-Geometry collision

I am programming a particle engine for a 3D game written in XNA. I was wondering if somebody could point me in the right direction or perhaps give me some pointers in making the particles collide with ...