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Questions tagged [particles]

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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45 votes
4 answers
23k 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 ...
luke's user avatar
  • 453
42 votes
5 answers
22k 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 ...
Aram Kocharyan's user avatar
38 votes
1 answer
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'...
Matt McDonald's user avatar
33 votes
3 answers
19k 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 ...
Tesserex's user avatar
  • 2,294
23 votes
3 answers
6k 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 just ...
Daniel Holst's user avatar
22 votes
5 answers
30k 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 ...
DarkDestry's user avatar
  • 1,441
13 votes
4 answers
1k 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 ...
OpherV's user avatar
  • 655
13 votes
2 answers
3k 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: ...
Joey Green's user avatar
  • 2,509
12 votes
3 answers
1k 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 ...
Nömmik's user avatar
  • 223
11 votes
1 answer
2k 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.
Zane's user avatar
  • 183
11 votes
3 answers
2k 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,...
Mykel Stone's user avatar
10 votes
2 answers
921 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#, ...
Gustavo Maciel's user avatar
9 votes
3 answers
6k 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 scene ...
Stepan Zastupov's user avatar
8 votes
4 answers
12k 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( ...
user19495's user avatar
8 votes
1 answer
2k 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_POINT...
Kactung's user avatar
  • 432
8 votes
3 answers
972 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?
Stan's user avatar
  • 357
7 votes
2 answers
3k 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 ...
Ethan Shaw's user avatar
7 votes
1 answer
3k 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 ...
RobertTheBruce's user avatar
7 votes
1 answer
4k views

Differences between particles and using shader in creating effects

I'm working with particles and little bit with shader. Both of them can do the same task like creating effects of flame, snow, glowing ... So which one is better and what are differences between them?...
TomSawyer's user avatar
  • 243
7 votes
2 answers
1k 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 ...
Mike's user avatar
  • 769
7 votes
3 answers
2k views

LibGDX particle emitter rotation

I have a libGDX game, in which I'd like to make some ice breath like effect using particles. So far we made a cone like effect. I can obtain and render it on the screen with this. ...
Rothens's user avatar
  • 453
6 votes
4 answers
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 ...
finnw's user avatar
  • 473
6 votes
1 answer
1k 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 ...
badweasel's user avatar
  • 1,991
6 votes
2 answers
1k views

Axis Aligned Bilboards in shader

Hi I need to implement following effect using vertex shaders. Basically its a shader for particle laser beam that rotates to particle along its own y axis till its "best" visible (Roughly). My idea ...
Xyz's user avatar
  • 161
5 votes
1 answer
832 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:
ramayac's user avatar
  • 155
5 votes
2 answers
9k views

How can I create an "afterimage" effect like this one?

How can I make an effect like this? With a particle system?
jojo's user avatar
  • 53
5 votes
3 answers
7k 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 ...
Eero Heikkinen's user avatar
5 votes
3 answers
1k 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 basic ...
Blueski's user avatar
  • 153
5 votes
2 answers
814 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 ...
Dave's user avatar
  • 749
5 votes
2 answers
1k 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....
Ergwun's user avatar
  • 161
4 votes
1 answer
8k views

Additive, Alpha Blended, Unlit, Lit differences?

Short question, what's the difference between the shaders used for particle, and how they affect the visual. Additive Alpha Blended Unlit Lit
Happy Face's user avatar
4 votes
2 answers
732 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 ...
Sun's user avatar
  • 367
4 votes
2 answers
2k 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 (...
Srđan Rašić's user avatar
4 votes
2 answers
10k 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 ...
Tae-Sung Shin's user avatar
4 votes
1 answer
907 views

Starting with shaders and particles

I'm working on a flow field with particle systems and starting to learn about shaders in three.js. Current state of my work is available here. As such amount of calculations is quite heavy for a big ...
mjanisz1's user avatar
  • 247
4 votes
1 answer
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 ...
ved's user avatar
  • 223
4 votes
2 answers
5k 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 ...
Esa's user avatar
  • 1,501
4 votes
1 answer
688 views

Wind-blown fire particle effect from scratch

I want to create an effect of fire and be able to give it a variable amount of "wind" to make it blow to the side. I don't want the particles to just curve off to the side, but to flow through the air ...
Darin Beaudreau's user avatar
4 votes
2 answers
1k views

How to create a wind tunnel / sky diving effect like in Fortnite?

I am using Unity and I want to create a sky diving effect, as if you were looking directly down while falling and have the wind fly past you. My guess is I have to do something with the particle ...
Gary Holiday's user avatar
4 votes
1 answer
7k views

Can the Shuriken particle system create particles with random shapes and sizes?

I want to create differently sized (but small, relative to the characters) dust clouds for player movement that move away from the player and fade away by shrinking. This animated GIF from Samurai ...
General Waters's user avatar
4 votes
2 answers
4k 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 ...
StampyTurtle's user avatar
4 votes
2 answers
1k 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 ...
flotothemoon's user avatar
4 votes
3 answers
907 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 ...
BigSauce's user avatar
  • 191
4 votes
1 answer
4k 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 ...
KlashnikovKid's user avatar
4 votes
0 answers
488 views

Moving all the particles in effect LIBGDX

I have a few particle effects that I would like to be in a circle shape in libgdx i.e. not a cone shape. I have done this by setting the direction of the particle effect from 0 to 360. The problem is ...
V F's user avatar
  • 41
4 votes
0 answers
782 views

Particle-system in the GPU in Unity: how to load/store data from/to a texture in the shader?

I have been implementing a simple GPU-based particle system in Unity, for my current game. The setup is indeed not very elaborated: the shader receives a set of coordinates passed trough the position ...
ASteer's user avatar
  • 303
3 votes
4 answers
409 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 ...
Dollarslice's user avatar
  • 3,420
3 votes
2 answers
5k 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,...
Amir Zadeh's user avatar
3 votes
2 answers
247 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 ...
Dollarslice's user avatar
  • 3,420
3 votes
3 answers
13k views

Unity doesn't change particle color when render is set to mesh?

I've got a particle system with Render Mode set to Mesh. Then I applied a material to it, which is just white with the default shader. Now I can't change the start color nor the color over lifetime ...
TobiasW's user avatar
  • 987

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