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gamedev:deigde:editors:particleemitter [2020/04/02 12:38] – [Type] dragonlordgamedev:deigde:editors:particleemitter [2020/04/05 00:28] (current) – [IGDE Particle Emitter Editor] dragonlord
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 The particle emitter editor allows to edit [[gamedev:particleemitters|Particle Emitters]] for your game. The particle emitter editor allows to edit [[gamedev:particleemitters|Particle Emitters]] for your game.
  
-{{ :gamedev:deigde:editors:editor_pemitter.jpg?direct&400 |Particle emitter preview}}+<WRAP group> 
 +<WRAP column> 
 +{{:gamedev:deigde:editors:editor_pemitter.jpg?direct&400|Particle emitter preview}} 
 +</WRAP> 
 +<WRAP half column> 
 +{{youtube>V8i5MSrWfDk?medium}} 
 +</WRAP> 
 +</WRAP>
  
 The editor window composes of the preview view, properties panel on the left side and the property curves on the bottom side. The editor window composes of the preview view, properties panel on the left side and the property curves on the bottom side.
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 Particle emitters can have one or more **Particle Types**. Each type describes one kind of particles to emit with their own properties. Particle emitters can have one or more **Particle Types**. Each type describes one kind of particles to emit with their own properties.
  
-The **Emitter** panel sets preview parameters of the particle emitter and are not type specific nor saved to file.+<wrap hi>**Emitter Sub Panel**</wrap>
  
-The **Emit Burst** determines if the particle emitter emits a burst of particles. If enabled the preview particle emitter is restarted after **Lifetime** seconds. If disabled if casts particles continuously.+Sets preview parameters of the particle emitter and are not type specific nor saved to file. 
 + 
 +The **Emit Burst** determines if the particle emitter emits a burst of particles. If enabled particle emitter emits particles once immediately after being enabled with particle count taken from the //Particle Count// parameter. If disabled particles are cast continuously. Each time a particle is cast (and at the beginning when first enabled) the next cast interval is calculated from the //Interval// parameter. Once the time elapses particles are cast with the particle count taken from the //Particle Count// parameter. 
 + 
 +The **Lifetime** defines the lifetime in seconds of particles in burst mode onlyFor regular particles the //Time To Live// parameter is used. 
 + 
 +<wrap hi>**Type Sub Panel**</wrap>
  
 The **Type** parameter is the display name of the type. Use the button next to it to show a context menu to add and remove types. The **Type** parameter is the display name of the type. Use the button next to it to show a context menu to add and remove types.
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 The **Physics Size** parameter defines the radius of the collision sphere assigned to each particle. The physics size is usually 50% of the visual particle size. The **Physics Size** parameter defines the radius of the collision sphere assigned to each particle. The physics size is usually 50% of the visual particle size.
  
 +<wrap hi>**Trail Sub Panel**</wrap>
  
 +Assigns a particle emitter to be used as trail for cast particles. An example are explosion debris which have a smoke trail behind them.
 +
 +The **Emitter** parameter defines the particle emitter to use.
 +
 +The **Controller** parameter defines the named controller in the trail emitter to assign particle attributes to. This allows to adjust the trail emitter depending on the particle state. For example if a controller name is set for //Linear Velocity// then the controller value will be set to the linear velocity of the particle.
 +
 +<wrap hi>**Collision Sub Panel**</wrap>
 +
 +The **Response** parameter defines how particles behavior colliding with other geometry. Supported are **Destroy** to destroy the particle and remove it, **Physical Response** to bounce particles physically or **Custom Response** to let game scripts calculate an appropriate collision response.
 +
 +The **Emitter** parameter defines an optional particle emitter to use upon collisions. Emitter is used in burst mode.
 +
 +The **Min Impulse** parameter defines the minimum impact impulse [Ns] before an emitter instance is created.
 +
 +The **Controller** parameter defines the named controller in the collision emitter to assign particle attributes to. This allows to adjust the collision emitter depending on dynamic input. For example if a controller name is set for //Linear Velocity// then the controller value will be set to the linear velocity of the particle.
 +
 +<wrap hi>**Parameters Sub Panel**</wrap>
 +
 +Shows the list of all supported parameters for the particle type. Parameters with one or more curves defined are shown with a plus sign. All parameters with no curves defined are shown with a minus sign.
 +
 +The **Cast Range** parameter defines the range of the cast value for newly cast particles. The cast value is randomly picked from between an including **castValue-range -> castValue+range**.
 +
 +The **Cast Spread** parameter defines the spread applied to the cast value for newly cast particles. The spread is added to the cast value.
 +
 +The **Controller Value** parameter defines the controller to use as input for the //Value Curve//. If not set 0-input is used for the curve.
 +
 +The **Controller Spread** parameter defines the controller to use as input for the //Spread Curve//. If not set 0-input is used for the curve.
 <WRAP clear/> <WRAP clear/>
  
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 <WRAP clear/> <WRAP clear/>
  
-===== Preview Video =====+====== View ====== 
 + 
 +{{ :gamedev:deigde:editors:editor_pemitter_view.png?nolink|View panel}} 
 + 
 +The **Camera** panel shows the parameters of the camera in the preview view. The values can be manually edited. 
 + 
 +The **Sky** panel defines the **Sky** resource to use in the preview view. 
 + 
 +The **Environment Object** panel defines the **Object Class** to use as environment the particle emitter is previewed in. 
 + 
 +The **Preview** panel defines parameters of the particle emitter preview caster. The emitter casts along the Z-axis (blue arrow, x/right=red, y/up=green). 
 + 
 +The **Burst Interval** defines the time in seconds before the preview particle emitter is reset. This is used on burst type emitters only. 
 + 
 +The **Warm-Up Time** can be used to simulate an emitter in a running state. This avoids the need to wait for a couple of seconds to test emitters in running condition. 
 + 
 +The **Enable Casting** enables particle casting. Toggle this on and off to check how the emitter behaves. 
 +<WRAP clear/>
  
-<WRAP centeralign> 
-https://youtu.be/V8i5MSrWfDk 
-</WRAP> 
  
gamedev/deigde/editors/particleemitter.1585831136.txt.gz · Last modified: 2020/04/02 12:38 by dragonlord