It was all inspired by Unreal Engine particle system. Particle effects can contain several emitters and emitter and particle values are not just variables they are "modules" with "distributions" and stuff to control the values over time, etc. There are around 30 of these modules; emitter and particle lifetime, particle width, height, speed, direction, color, angle, number of particles on init/on update... Each effect, and even particles, can have dynamic light attached to them. Also, particles can be attached to a Box2D body, but then some of the functions wont work (particle position will be updated by Box2D and not by emitter functions). I also implemented ribbon and beam/line emitters.
Here is what you can see in the video:
- Fireworks - shows "nested" effects. Each particle can carry its own effect(rocket trail) and also can create a new one at the end of its life(explosion).
- Text - various line effects. The lightning effect uses a tilemap.
- Circles - nothing special, just a bunch of circular effects.
- Sparks - shows Box2D enabled particles. Particles change rotation and size based on velocity.
- Ribbons - ribbon effect can be attached to other particles or objects.
- Flamethrower - shows effect and individual particle lights, and also collision response (creating ground fire on particle-ground contact).
- Colored lights - shows particles with colored dynamic light.
- Paint explosions - shows creation of decals on contact on static and moving objects.
- Particle effect editor - shows how one effect can be made of several particle emitters.
- Leafs - shows direction change using a sin wave.
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