Language:
Page Info
Tags:
Engine Version:

Particle System Reference

Choose your OS:

Base Classes

Reference material over the base classes that make up particle systems, such as the ParticleSystem class and the ParticleEmitter class.

Base Classes Technical Reference

TypeData Modules

The default type of an emitter when added to a ParticleSystem is that of a sprite emitter. It is also possible to create other types of emitters through the use of TypeData modules. These modules provide specific functionality for emitting other types of particles, such as beams, meshes, and ribbons.

psys_beam.gif

The Beam type data module indicates that the emitter should output beams - connecting particles to form a stream between a source point, such as the emitter, and a target point, such as a particle or Actor.

GPUSprites.png

The GPUSprite type data module supports simulating particles on the GPU. Traditional CPU systems allow for thousands of particles in a frame. GPU simulation allows for hundreds of thousands of particles to be simulated and rendered efficiently.

LootBucket.png

The Mesh type data module indicates that the emitter should use StaticMesh instances rather than sprite particles. This is great for effects such as shrapnel or debris.

RibbonSmoke.png

The Ribbon type data module indicates that the emitter should output trails - connecting particles to form ribbons. Particles are connected in the order of their birth. Therefore, the more erratic the initial velocity pattern of the particles, the more chaotic the ribbon.

Modules

Modules are used to control various aspects of the particles that are released by an emitter. They can affect a particle during spawning, updating, or both. Modules interact with each other based on their order within the emitter (their location on the stack of modules in Cascade). For example, applying two velocity modules to an emitter will result in a cumulative effect on the particles.

Tags