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.

learn more… | top users | synonyms

2
votes
1answer
477 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 ...
2
votes
2answers
4k 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
votes
1answer
3k 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
votes
3answers
720 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
votes
1answer
399 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 ...
1
vote
2answers
7k 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 ...
1
vote
1answer
4k 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 ...
10
votes
3answers
1k 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 ...
4
votes
2answers
1k 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
870 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 ); ...
2
votes
2answers
458 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: ...
4
votes
2answers
503 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
9k 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
458 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 ...
6
votes
3answers
2k 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
774 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. ...
4
votes
1answer
1k 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
677 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
789 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
233 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
233 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
851 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? ...
1
vote
2answers
2k 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
6k 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
793 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
245 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
2k 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
5k 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 ...
39
votes
4answers
14k 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
867 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 ...
10
votes
1answer
536 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
884 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
1k 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
2k views

How should I design my particle system to make it easy to add new particle effect types?

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 ...
35
votes
5answers
15k 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, ...
3
votes
1answer
7k 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
2k 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
952 views

Particles in XNA - can't get em to work [closed]

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 ...
1
vote
3answers
2k 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
226 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
370 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
450 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 ...
3
votes
1answer
455 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 ...
2
votes
2answers
1k 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
995 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 ...
11
votes
1answer
1k 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.
38
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 ...
5
votes
1answer
851 views

How do particle systems work?

I want to implement a particle system in my game, but I've never programmed a particle system and don't know where to start. I only want to display pixels (GL_POINTs) with different sizes in ...