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  1. Explosion particle effect

    Particle effect for explosion or blood hit with another material (and higher turbulence like 10000 and end radius around 0.8).
    ParticleEffect component removes (technically temporally keeps) a particle emitter before second particle burst happens.
    Code example, included to archive:
    #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 5, -4); camera->SetRotation(50, 0, 0); auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { auto particle = LoadPrefab(world, "Prefabs//Explosion.pfb"); particle->SetPosition(0, 2, -2); for (auto const& component : particle->components) { component->Start(); } } world->Update(); world->Render(framebuffer); } return 0; }  

    4 downloads

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  2. Fire muzzles meshes

    "Muzzle meshes" (https://skfb.ly/6WOLz) by DJMaesen is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    I separated them into two model files and converted to Ultra's mdl, textures to .dds, made Unlit materials with alpha channel.
    1k maps

    3 downloads

    0 comments

    Submitted


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