Questions tagged [particle-system]

The term particle system refers to a computer graphics technique that uses a large number of very small sprites.

The term particle system refers to a computer graphics technique that uses a large number of very small sprites.

Particle systems include fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc.

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unity Ensure Read/Write is enabled

I new to Unity. Can some one tell me what this error mean Ensure Read/Write is enabled on the Particle System's Texture Particle system need to play on start but sometimes work(play effect) sometimes not. Thanks
Jovan
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three.js - Adjusting opacity of individual particles

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…
user593062
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Particle System libGDX

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…
Alex_Hyzer_Kenoyer
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Is there any kind of particle emitter on Android like iOS CAEmitterLayer for circle emitter?

My issue is difficult to resolve as of now. I am supposed to develop an Android application alongside my colleage that does the same thing but on iOS. At the end of the development, we are supposed to deliver two applications that do the same thing…
Mackovich
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Efficient particle system in javascript? (WebGL)

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…
Austen
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Unity 5.5 obsolete particle system code

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…
Absinthe
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Most performant image format for SCNParticles?

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…
Confused
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How do games make fire and smoke effects?

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…
Amir Zadeh
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SceneKit: app crashes when rendering SpriteKit particle system over SCNView, how to debug when all code seems to be part of system code

Running a SpriteKit particle system in the overlaySKScene property of a SCNView causes the app to crash with the stack trace below. Based on the stack trace, it seems like it's all system code running so how are you supposed to debug the crash, and…
Crashalot
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How can I change the default particle in Unity 3D?

Say I want to create a field of objects using Unity's particle system, except I want to use my own particles instead of Unity's default particle. How can I create such a custom particle system? Is there a way to do this without using the particle…
squeegene
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particle system for cloud or smoke

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…
ColacX
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Particles to create star field in unity

I have a issue with a script. I am trying to create a star field randomly in a sphere for my unity scene. But I am new to unity and c# so I am a bit confused. The stars have a fixed place so they should not move and so are created in Start(); and…
WDUK
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Point sprite size attenuation with modern OpenGL

I'm trying to render some particles with OpenGL 3+ using point sprites. I've just realized that I have a major issue with the points. They increase in size automatically with respect to the camera distance. Resulting in the following: Close to the…
glampert
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Have particle emitter trail follow finger path in spriteKit

I have created a particle emitter in Xcode that has quite a lengthy trail. When i move it inside of the particle generator it leaves a trail following my mouse path. some background info on my goal: In my spriteKit game the user drags their finger…
Ron Myschuk
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Water in a falling sand simulation

I am currently working on a very simple 'Falling Sand' simulation game in C++ and SDL2, and am having problems with getting water to flow in a more realistic manner. I basically have a grid of cells that I iterate through bottom-to-top,…
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