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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39
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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 ...
38
votes
1answer
2k 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 I'...
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, ...
30
votes
6answers
14k 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 ...
19
votes
2answers
2k views

How can I implement a short-cut grass effect?

I've been looking at some screenshots from games like Rocket League and FIFA: and I started wondering one would achieve the short-cut grass effect. Is it a shader? Is it actual geometry? Or ...
17
votes
4answers
2k views

How can I make particles glow and cast light on its surroundings?

Im currently attempting to make a firefly effect on a dark forest. The level has very low light and the player is one of the few light sources. To let the player see the level better, I am attempting ...
13
votes
4answers
860 views

How to implement soft edge areas with particles

My game is created using Phaser, but the question itself is engine-agnostic. In my game I have several environments, essentially polygonal areas that player characters can move into and be affected ...
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: ...
11
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 it,...
11
votes
3answers
928 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 ...
10
votes
1answer
544 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#, ...
10
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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.
9
votes
3answers
4k 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 ...
8
votes
3answers
876 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?
7
votes
2answers
811 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
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 ...
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( ...
6
votes
4answers
2k 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 ...
6
votes
1answer
415 views

overlapping 3d particles not blending nicely when at the same z

I'm working on a 3d particle emitter. It's going pretty good but I'm still having a problem with triangle sorting. As you can see in the photos, there are some particles that are not blending ...
6
votes
2answers
909 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
1answer
855 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 ...
5
votes
3answers
899 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
706 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
2answers
805 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
678 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
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
2answers
509 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 ...
4
votes
2answers
189 views

How can I create an “afterimage” effect like this one?

How can I make an effect like this? With a particle system?
4
votes
2answers
2k 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 ...
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 (...
4
votes
2answers
200 views

Poor performance wth custom particle system in LibGDX

I'm using a custom particle system for my LibGDX / Java based game project (because I used Slick2D earlier on, need more parameters so I made my own and then ported). The system is fairly standard as ...
4
votes
1answer
1k views

unable to launch LibGDX Particle Editor.jnlp

I am not able to launch LibGDX ParticleEditor.jnlp file on my system(win7 64 bit) with java7. when I execute this file with javaws.exe in jre7/bin folder, it displays splash screen of badlogic games ...
4
votes
3answers
2k 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
732 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
371 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
3k 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 fire,...
3
votes
2answers
227 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
496 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
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 ...
3
votes
3answers
534 views

How can I render something like the swirling clouds of Jupiter?

The effect should be as similar as possible to this, though it does not need to be at planetary scale. I was thinking that it could be done offline via particles, perhaps by directing their motion ...
3
votes
1answer
199 views

How are done “snake” particles?

I thought that particles were basically GPU-powered sprites. After looking at the following demo, I'm not totally sure of that anymore : http://vimeo.com/18715688 How are done those snake-like ...
3
votes
2answers
2k views

How can I create an extending chain like the hookshot in Zelda in Unity?

In the Zelda games, there is an item called the hookshot. It is a small mechanical apparatus held in one hand that acts similar to, but not the same as the gun. When it is triggered, the hook at the ...
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 ...
3
votes
2answers
42 views

How to apply Collider to Particle and what components are needed for particles?

i want to apply collider to particle system because if i applied the collider to particle ,if any other game object touched to that particle its gives some action or do some operation.so only i need.
3
votes
1answer
139 views

Prewarming in particle engines

How is prewarming in particle engines made? I have a particle engine and need to support this, which is a feature I have already seen in Unity. Is it done at compilation, like informations stored ...
3
votes
1answer
687 views

How can I implement beam effects like these?

I am interested in the techniques I could use to create the following effects: Can I accomplish this with a particle system or a series of texture quads, or what? You can see this effects in ...
3
votes
2answers
3k views

Recommend a way to draw thousands of particles (liquid) per frame in Unity3d

I'm writing a plugin for this library for Unity3d. I have it working and now I am looking for an efficient way to draw the particles. My 1st test just uses sprites and runs fine on my laptop but I ...
3
votes
2answers
3k 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 ...
3
votes
2answers
786 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
460 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 ...