Version 1.0.0
5 downloads
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;
}