- Particle Grouping
- Group Sizes
- Rotation around centre
- Attraction and repulsion within the group
- Alpha Blending
- Variable blending types
- Variable emission rates
- Emission rates that change over time
- Emission to max particles
- Emission to time limit
- Variable particle sizes
- Particles sizes that change over time
- Different particles sizes for each particle
- Random particle sizes within a range
- Variable particle colours
- Colour Cycle
- Colour Change while running(on function call)
- Colour change over time
- Emission Patches
- Particles emitted from lines, line strips and points
- Particles emitted randomly from within a polygon
- Possibly point weighting
- Transformation of patches
- On the fly and set pre-calculated transformations
- Morphing
- Morphing of individual points within the patch
- Emission control
- Emit towards a point
- Emit away from a point
- Emit in a direction
- Emission flight paths
- Possibly variable flight paths
- Possibly Flight path cycle
- Possibly Flight path change on the fly
- Possibly emission flight path equation plug-ins
- Velocity inheritance
- Adjustable Percentage of velocity inheritance
- Variable velocity and inheritance rates
- Burst emission
- Particle ribbons
- Positional adjustments
- Set up areas around the system that change the properties of the particles when they pass through it
- Multiple areas
- Multiple changes per area
- Particles textures
- Texture animations
- Texture transformation
- Decals
- Support for shaders(height maps mainly)
- Particles types
- Quads, triangles , custom etc…
- Constant systems
- Particle attributes
- Individual attraction/repulsion
- Inter-particle collision detection
- Pluggable or overridable control of particle movement
- example sinusoidal motion or even AI
- Pluggable or overridable particle renderer
- a classic renderer might render each particle as a sprite or a geometry instance, another renderer might draw lines between particles for a lightening or web effect, another renderer might distort a nice blue shaded geometry-grid based on particle positions for a water effect.
- Super emission(particles emitting particles)