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.
34
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 ...
29
votes
4answers
3k 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 ...
27
votes
6answers
3k views
How can I make a good-looking explosion particle effect?
I'm not much of an artist, but I'm trying to make decent particle effects in a 2.5D game. I'm making a replica of Wii Play's "Tanks" and I can't quite get the explosions to look good. I'm not going ...
24
votes
5answers
5k 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, ...
11
votes
2answers
679 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:
...
10
votes
1answer
517 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.
10
votes
3answers
639 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 ...
9
votes
1answer
362 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#, ...
8
votes
3answers
545 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 ...
8
votes
3answers
664 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?
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
277 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 ...
6
votes
2answers
682 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 ...
5
votes
3answers
914 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 ...
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( ...
5
votes
4answers
912 views
Is it possible to use the GPU on a mobile device to accelerate a particle physics engine?
I am interested in answers for any mobile device but I am mainly considering the iPhone and devices that run Java.
I am developing a game that relies heavily on a particle physics engine for core ...
5
votes
2answers
629 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 ...
5
votes
3answers
631 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 ...
5
votes
2answers
541 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. ...
4
votes
1answer
503 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:
4
votes
1answer
3k 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 ...
4
votes
3answers
165 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 ...
4
votes
3answers
392 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 ...
3
votes
4answers
342 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 ...
3
votes
2answers
202 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
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 ...
3
votes
1answer
269 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 ...
3
votes
2answers
448 views
OpenGL: Precompute a texture rotation
I'm trying to speed up particles, and one way to do that is by precomputing the texture rotations. What I want to do is load the texture, rotate it and save it to a handle.
How would I go about doing ...
3
votes
1answer
603 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 ...
3
votes
2answers
405 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 ...
3
votes
2answers
75 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 ...
3
votes
2answers
184 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 ...
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 ...
3
votes
2answers
309 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
1k 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 ...
3
votes
1answer
950 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 ...
2
votes
2answers
521 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 ...
2
votes
2answers
276 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 ...
2
votes
1answer
316 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
1answer
106 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
828 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 ...
2
votes
1answer
203 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 ...
2
votes
1answer
918 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
526 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 ...
2
votes
1answer
128 views
2D Particle Physics
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 ...
2
votes
0answers
268 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 ...
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 ...
1
vote
2answers
185 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 ...
1
vote
2answers
177 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 ...
1
vote
2answers
954 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 ...
