particle-system

Particle System libGDX [closed]

久未见 提交于 2019-12-02 19:26:31
Can anyone give me a good example of where to start with making a particle system in libGDX? I have looked at the test example in the libGDX source but I am still having trouble getting my head around it. Maybe just a good explanation of it will help. I'm thinking I want to make some sort of explosion with a lot of colorful particles. Any help is greatly appreciated! Define a particle effect in your game class: public ParticleEffect particleEffect; Initialize it: particleEffect = new ParticleEffect(); particleEffect.load(Gdx.files.internal("data/particleEffect.p"), Gdx.files.internal("data"));

particle system for cloud or smoke

点点圈 提交于 2019-12-02 17:21:01
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. The little grasshopper has some fantastic tutorials on particle systems of this nature: Noise Based Particles (smoke),

Unity3D - Replay a non-looping Particle System

醉酒当歌 提交于 2019-12-02 08:46:27
问题 I'm following the Survive Shooter Unity3D tutorial and have come across several inconsistencies between the Unite Day presentation and actual behavior in Unity 5.3, such as animation transition and other small issues I had to figure out to achieve the desired gameplay result and follow the tutorial. One issue I'm unable to resolve is replaying a non-looping particle system. In the game hit particles are emitted whenever an enemy is shot, but when running the game these particles are emitted

Z-buffer issue with BufferGeometry in ParticleSystem

为君一笑 提交于 2019-12-01 14:00:27
In my application I'm having troubles with the z-buffer. I have a ParticleSystem in which the dots have a texture to look like spheres. But there are two problems which I can't solve at the same time.... Either the spheres were sorted right in z-buffer but aren't transparent or they are transparent but not right sorted! Please have a look at my JSfiddle . (based on this example from mrdoob) In the original example all looks well. But as you can see in my fiddle, the texture is not transparent, so hiding parts of the particles behind it. I only changed from Geometry to BufferGeometry , because

why Particle system with shader doesn't work? three.js

安稳与你 提交于 2019-12-01 10:50:16
Hi can anyone help me whith this? I have this shader, it works with THREE.Mesh but doesn't with THREE.Particlesystem? I want each particle to have a portion of a given map(texture) and change their positions accordingly, something like this http://www.chromeexperiments.com/detail/webcam-displacement/?f=webgl <script id="vs" type="x-shader/x-vertex"> uniform sampler2D map; varying vec2 vUv; void main() { vUv = uv; vec4 color = texture2D( map, vUv ); float value = ( color.r + color.g + color.b ) / 3.0; vec4 pos = vec4( position.xy, value * 100.0, 1.0 ); gl_PointSize = 20.0; gl_Position =

Particle system using webgl

那年仲夏 提交于 2019-11-29 14:23:43
For a graphics course, we are implementing a particle system in WebGL. Doing the particle simulation calculations in JavaScript would be quite slow, our professor wants us to do the particle simulation on the GPU. To do this particle simulation, I imagine we upload a vertex buffer containing our particle data (position, velocity, mass, etc.), and then have my vertex shader do some math for the simulation, and write the results to different vertex buffer, representing the next state of the particles. Then I can render my particles using gl.POINTS using a different shader program for rendering.

Particle system using webgl

99封情书 提交于 2019-11-28 08:08:08
问题 For a graphics course, we are implementing a particle system in WebGL. Doing the particle simulation calculations in JavaScript would be quite slow, our professor wants us to do the particle simulation on the GPU. To do this particle simulation, I imagine we upload a vertex buffer containing our particle data (position, velocity, mass, etc.), and then have my vertex shader do some math for the simulation, and write the results to different vertex buffer, representing the next state of the

Understanding the “Struct” in Unity ParticleSystem

你。 提交于 2019-11-27 08:22:27
问题 The code below is working, "Particle" is an instance of class "ParticleSystem". "Particle.emission" is a get-only property return struct "ParticleSystem.EmissionModule" "em.rate" is a property, the type is struct "ParticleSystem.MinMaxCurve" ParticleSystem.EmissionModule em = Particle.emission; em.rate = new ParticleSystem.MinMaxCurve(5); My problem is, why the code above can change the rate in "Particle" instance? Note the struct is not reference, so it cannot be changed directly, or it will

Unity 5.5 obsolete particle system code

怎甘沉沦 提交于 2019-11-27 01:59:54
Before 5.5 particle system variables could be accessed via ParticleSystem and were read/write. Now they're accessed via ParticleSystem.MainModule and thus a lot of code has become obsolete. The API Updater has not been able to fix most of the issues. I've read through the new documentation but I can't figure out how the new variable types are supposed to be used. For example in JetParticleEffect.cs this line causes a warning: // set the original properties from the particle system m_OriginalLifetime = m_System.startLifetime; The warning states: 'ParticleSystem.startLifetime' is obsolete:

three.js - Adjusting opacity of individual particles

丶灬走出姿态 提交于 2019-11-27 01:09:55
I am trying to vary the opacity of particles as a function of their distance from a plane. This issue describes my problem, and the answer a year ago was essentially "you can't" . Opacity is apparently a parameter of a material, not an element, and hence individual particle opacity is not possible. Has anything changed, is there any way I could achieve this? If individual particle colouring is possible, I imagine this isn't out of reach. Cheers ParticleSystem has been renamed to PointCloud and then to Points . Yes, you can create a Point Cloud and vary the alpha value of each particle's color