I apologize for the pun. However, as you can see in the screenshots on this page, the particle system basic functionalities are mostly complete. For now I have got:
- Emitters capable of spawning multiple particles at different times and with different Time-To-Live.
- Different types of emitters: lines, boxes or points.
- Various grades of randomizations: starting point, starting and ending colors, starting velocity and direction.
- Directional Attractors (gravity) and Point Attractors.
- Possibility to use pixels or textures.
Above and below a couple of variations of the same Emitter, just changing the starting velocity and the strength of the Attractor.
Now let’s spice things up a bit and add a second Emitter with a different starting direction as the first but with the same Attractor.
The following example uses a texture instead of pixels. It also uses the Gravitational Attractor, but with inverted acceleration.
But everything looks better with pixels, right?
Particle Systems are really interesting and for the next post I would like to delve a bit into the details about how they are managed in Wizards’ Duel. Hopefully it could help other programmers or give them some new ideas.
Thanks for reading.