particle-system

Custom Particle System for iOS

♀尐吖头ヾ 提交于 2019-12-08 04:42:45
问题 I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode . It seems that best I can do is specify general behaviour. Is there any way I can specify the starting colour and position of each particle? 回答1: This can give you a basic idea what I was meant in my comments. But keep in mind that it is untested and I am not sure how it will behave if frame rate drops occur

Get started with animated typography/particles in javascript (mapping particles to a word)?

半腔热情 提交于 2019-12-07 06:07:24
Alright, so I have a good deal of experience with HTML and CSS, and some experience with Javascript (I can write basic functions and have coded in similar languages). I'm looking to start some visual projects and am specifically interested in getting into particle systems. I have an idea for something similar to Codecademy's name generator here ( https://www.codecademy.com/courses/animate-your-name/0/1 ) where particles are mapped to a word and move if hovered over. It seems as though alphabet.js is what's really behind Codecademy's demo however I can't understand exactly how they mapped the

Threejs Particle System with joining lines. Programming logic?

大城市里の小女人 提交于 2019-12-06 11:23:09
Based on a previous question I had recently posted: How to create lines between nearby particles in ThreeJS? I was able to create individual lines joining nearby particles. However, the lines are being drawn twice because of the logic of the particle system. This is because of how the original 2D particle system worked: https://awingit.github.io/particles/ This also draws the lines twice. For each pair of particles connecting a line, the line is drawn. I do not think this is ideal for performance. How would I only draw a line once for each joining points? P.S. Here is exactly the effect I

Most performant image format for SCNParticles?

被刻印的时光 ゝ 提交于 2019-12-05 02:51:55
I've been using 24bit .png with Alpha, from Photoshop, and just tried a .psd which worked fine with OpenGL ES, but Metal didn't see the Alpha channel. What's the absolutely most performant texture format for particles within SceneKit? Here's a sheet to test on, if needs be. It looks white... right click and save as in the blank space. It's an alpha heavy set of rings. You can probably barely make them out if you squint at the screen: exaggerated example use case: https://www.dropbox.com/s/vu4dvfl0aj3f50o/circless.mov?dl=0 // Additional points for anyone can guess the difference between the

Three.JS - Particles orbiting a point in random directions forming a sphere

雨燕双飞 提交于 2019-12-04 16:46:08
I have a particle system where all the particles are positioned at the same coordinates and one after another, in random directions, they (should) start orbiting the center of the scene forming a sphere. What I managed to achieve until now is a group of Vector3 objects (the particles) that one after another start orbiting the center along the Z axis simply calculating their sine and cosine based on the current angle. I'm not that good at math and I don't even know what to look for precisely. Here's what I wrote: var scene = new THREE.Scene(); let container = document.getElementById('container'

How do games make fire and smoke effects? [closed]

别说谁变了你拦得住时间么 提交于 2019-12-03 10:34:50
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 8 years ago . I searched the internet for information about particle systems and fire effects but I haven't found any good answers. Some games have some sort of movie shown as the fire, which is pretty good, but not for fires

Efficient particle system in javascript? (WebGL)

♀尐吖头ヾ 提交于 2019-12-03 07:43:59
问题 I'm trying to write a program that does some basic gravity physics simulations on particles. I initially wrote the program using the standard Javascript graphics (with a 2d context), and I could get around 25 fps w/10000 particles that way. I rewrote the tool in WebGL because I was under the assumption that I could get better results that way. I am also using the glMatrix library for vector math. However, with this implementation I'm getting only about 15fps with 10000 particles. I'm

particle system for cloud or smoke

拟墨画扇 提交于 2019-12-03 03:58:43
问题 I am trying to make a simple particle system for cloud and smoke simulation using OpenGL and CUDA. How can I make the particles in the particle system behave as a real cloud or smoke would behave in some low turbulent winds? Some problems I'm having right now is: The particles clump together in a big ball The particles spread away into infinity The particles suddenly slingshot themselves away. I've already done the rendering of the particles so I'm satisfied in that area. 回答1: The little

How do games make fire and smoke effects? [closed]

可紊 提交于 2019-12-03 00:07:38
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center . I searched the internet for information about particle systems and fire effects but I haven't found any good answers. Some games have some sort of movie shown as the fire, which is pretty good, but not for fires which are close to the viewer. How can I make realistic fire and smoke effects in a game? I am looking for good sample code

Efficient particle system in javascript? (WebGL)

╄→гoц情女王★ 提交于 2019-12-02 21:12:48
I'm trying to write a program that does some basic gravity physics simulations on particles. I initially wrote the program using the standard Javascript graphics (with a 2d context), and I could get around 25 fps w/10000 particles that way. I rewrote the tool in WebGL because I was under the assumption that I could get better results that way. I am also using the glMatrix library for vector math. However, with this implementation I'm getting only about 15fps with 10000 particles. I'm currently an EECS undergrad and I have had a reasonable amount of experience programming, but never with