Skip to content

Kagamma/cge-3d-particle-emitter

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

GPU-based Particle System for Castle Game Engine

Notes

Due to emitter uses direct OpenGL calls instead of CGE's own renderer, only a few of TCastleScene's features are supported at the moment:

  • DistanceCulling works based on Position.
  • BoundingBox and frustum culling works. The emitter doesn't calculate bounding box so you need to set up bounding box manually via Effect.BBox property, either by code or by using castle-editor.
  • Visible works.
  • The component registers to TRenderStatistics as 1 Shape / 1 Scene.
  • Instancing, by putting the same emitter to multiple TCastleTransform nodes works. It doesn't use GPU instancing at the moment. Note that it is necessary to set AllowsInstancing = True for this to work.
  • If AllowsInstancing = False, then particle's position is independent from emitter's transformation.
  • Use ProcessEvents for start / stop emitting.
  • AnimateWhenOnlyVisible = False will stop update particle if emitter's boundingbox is outside of view frustum.

License: MIT.

About

GPU-based Particle System for Castle Game Engine

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages