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gamedev:particleemitters [2011/10/01 19:54] – [Types] dragonlordgamedev:particleemitters [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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-====== Particle Emitters ======+{{tag>particle graphic physics collision}} 
 +<WRAP youarehere> 
 +[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Particle Emitters** 
 +</WRAP> 
 Particle emitters allow to create particles in the game world influenced by physics. Physical behavior is not mandatory but the default behavior. Particle systems are split into two individual components to simplify the process of defining and using particles. Particle emitters are defined once and are then reused multiple times using instances. Emitters support both continuous and burst like emission of particles. For fine grained control over the properties of generated particles controllers are used. These work similar to controllers in [[gamedev:animators|animators]]. Furthermore emitters support collision emitters to simplify creating cascaded emitters like rain drops hitting the floor bursting into smaller drops upon impact. Emitters can also be set to self-destroy after the last particle has died. This allows to use particles in a deploy-and-forget manner. Particle emitters allow to create particles in the game world influenced by physics. Physical behavior is not mandatory but the default behavior. Particle systems are split into two individual components to simplify the process of defining and using particles. Particle emitters are defined once and are then reused multiple times using instances. Emitters support both continuous and burst like emission of particles. For fine grained control over the properties of generated particles controllers are used. These work similar to controllers in [[gamedev:animators|animators]]. Furthermore emitters support collision emitters to simplify creating cascaded emitters like rain drops hitting the floor bursting into smaller drops upon impact. Emitters can also be set to self-destroy after the last particle has died. This allows to use particles in a deploy-and-forget manner.
  
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 Defines the emit direction for particles creating instances upon impact. If set to 0 the created instance is oriented along the normal of the impact surface. If set to 1 the created instance is oriented along the repel direction as calculated using roughness. Defines the emit direction for particles creating instances upon impact. If set to 0 the created instance is oriented along the normal of the impact surface. If set to 1 the created instance is oriented along the repel direction as calculated using roughness.
  
-====== Links ====== +====== Examples ====== 
-  * [[gamedev:main|Game Development Informations]] +{{ youtube>6rdYWmf1yZc?600x450 |Particle Beams Example Video}}
-  * [[:start|Main page]]+
gamedev/particleemitters.1317498851.txt.gz · Last modified: 2011/10/01 19:54 by dragonlord