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Found 9 results

  1. Hi, I am try to use particles in my code. so i have registered it like this "me.pool.register("droplet", game.dropletParticle, true);" and in my entity.js i have written "game.dropletParticle = me.SpriteObject.extend({ init: function(x, y) { // class constructor this.parent(x, y, me.loader.getImage("droplet")); }, game.startEmitter = function(x, y, count) { // add count particles in the game, all at once! for (var i = 0; i < count; i++) // add the particle in the game, using the mouse coordinates and game layer 5 // use the objects pool for better performance!"droplet", x, y), 5); };" i have mentioned the image in resources.js as well but I am getting the following error ---me.Error: Cannot register object 'droplet', invalid class--- all my other images i have used tmx file. Can someone help me here!!!
  2. It seems that preventAutoStart no longer has any effect... I have babylon scene with preventAutoStart set to true but they still auto start. Anybody else having this issue?
  3. @Deltakosh or @Sebavan or @RaananW Anybody got any idea how i make jet flame particle system ... I have a texture for the flame... But i have no idea what NUMBERS (all the babylon particle system properties like emit boxes and min and max start, etc...) to use to make a flame for a a space ship jet flame. Is there some CYOS type deal for particle system...??? Is there some examples for different kind a particle system that can be created with "Specified Settings"... ??? Or anything that show a beginner how to make various particle system... What is the rhyme and reason to the setting the particle system numbers ???
  4. I have the following particle system serialized into the scene... works great except for that fact that they always auto start the particles... What if i don't want some to start at scene load, but ill start them later... Is there some kinda of 'autoStart' flag we can add to deserialization that will only start a deserialized particle system if autostart is set to true, other you will have to call particles.start() in code. Here is the following son i have for the particle system but see any kind of 'started' flags that be set: { "emitterId" : "1d03dbd4-f86a-4ee3-b11a-1e99606bf25a", "gravity" : [ 0, -9.81, 0 ], "direction1" : [ -7, 8, 3 ], "direction2" : [ 7, 8, -3 ], "minEmitBox" : [ -1, 0, 0 ], "maxEmitBox" : [ 1, 0, 0 ], "color1" : [ 0.8161765, 0.390084326, 0.390084326, 1 ], "color2" : [ 0.06893382, 0.375, 0.134368643, 1 ], "colorDead" : [ 0.350237876, 0.399548054, 0.5808823, 1 ], "deadAlpha" : 0, "emitRate" : 1000, "updateSpeed" : 0.01, "targetStopFrame" : 5, "minEmitPower" : 1, "maxEmitPower" : 3, "minLifeTime" : 0.3, "maxLifeTime" : 1.5, "minSize" : 0.1, "maxSize" : 0.5, "minAngularSpeed" : 0, "maxAngularSpeed" : 3.14, "textureName" : "Flare.png", "blendMode" : 0, "capacity" : 500, "textureMask" : [ 0, 0, 0, 0 ], "linkToEmitter" : true, "name" : "solo1" }
  5. Hi everybody! I was wondering about which properties of particle systems are most resource-consuming and how we can optimize particle systems in general? Thanks...
  6. Hi guys, I'm trying to add particle system in Phaser now and I have a software called Particle Designer, which I use a lot when I develop in other 2d game engines. But I couldn't find any resources to do it since all example are using emitter to set the property manually and it's hard to see the effect right away. And the reason why I ask this because I found that the developer said Phaser is going to support this software long time ago, so I just wanna make sure is there a way to make it work with Particle Designer. Thanks a lot.
  7. I wanted to add physics to the emitted particles for fluid simulation but I don't think Babylonjs has that kind of capability as of now. Is there any workaround for this? Basically, I want to simulate a waterfall, and the particles emitted would strike the stationary pond/water. I figured, using the meshes for this approach would hamper the performance too much. So, manipulating the vertex array for this might be a better option I think. How do I simulate this effect?
  8. Hi again. I'm working with particle systems at the moment and have a specific effect that I need. Essentially it is a sun that has been created with one particle system inside of a nebula which is another particle system. The problem is that they are not depth sorted in anyway, so particles from one system will always be drawn in front of the other system. The order is determined by the particle system creation order; the last system is always drawn over the previous system. Does anyone know if BabylonJS has the ability to specify sorting for particles? I can't find anythin in the particle system code, but thought there might be something more generic elsewhere, or will I need to add support for that myself?
  9. Please recommend flexible particle system engine. That can easily use with custom visualization. Plan to use with game engine