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  • 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)