Chris Vossen Posted March 12, 2012 Share Posted March 12, 2012 Hello Leadwerks Community, I'm Chris Vossen a Leadwerks Intern and I am currently trying to gather as much information on what features Leadwerk users would like to see in a particle system. No matter how crazy or basic they sound I'd love to hear all requests. Please sandbox all ideas on this thread and I look forward to seeing what ideas spring up! Quote Link to comment Share on other sites More sharing options...
Naughty Alien Posted March 13, 2012 Share Posted March 13, 2012 -softparticles -physcs responsive particles -trail particles -fillrate control (auto-manual) ..that would be good for a start to have in default setup.. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted March 13, 2012 Share Posted March 13, 2012 The current version is pretty good with lots of options. I also vote for adding physics responsive particles, if possible. Also, I don't know how much of this is particle territory or water territory (or both) but splashes in water when characters run through them (or boats), water hitting rocks and waterfall particles... I know this can all be done manually but automation would be cool. Lavalike or gel-like "oozing" particles. Again, this may be water territory instead. Quote Link to comment Share on other sites More sharing options...
Canardia Posted March 13, 2012 Share Posted March 13, 2012 3D verlet physics based particles. It's fast, massive and simple. Particles like smoke need to be able to stop at the ceiling of a room, and travel along the ceiling. Rain particles need to be able to bounce and flow down the roof, and stay outside of the room. And because you need only one verlet physics shape for particles: a sphere, it's easy to optimize and make it even faster. Sparkle particles need to be able to bounce a few times on the floor. Water particles can be used to simulate pools and rivers of water, you can put the radius of a sphere quite big in this case, and use a blob shader to make the water particles merge into a solid fluid. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 13, 2012 Share Posted March 13, 2012 Attractors and deflectors would be useful Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
klepto2 Posted March 13, 2012 Share Posted March 13, 2012 - mesh based emitters - trail particles - events (particle died, particle born, etc..) - multiple emitter areas (spherical, square,...) Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
LordHippo Posted March 13, 2012 Share Posted March 13, 2012 GPU based particles, using geometry shaders. Quote Ali Salehi | Programmer Intel Core i3 2100 @ 3.0GHz | GeForce GTS 450 | 4GB DDR3 RAM | Windows 7 Ultimate x64 LE 2.50 | Visual Studio 2010 | RenderMonkey 1.82 | gDEBugger 5.8 | FX Composer 2.5 | UU3D 3 | xNormal 3.17 Link to comment Share on other sites More sharing options...
Rick Posted March 13, 2012 Share Posted March 13, 2012 I would be looking for some kind of editor so it's easier to add particles to models like following a sword model on a character. Then being able to easily save and open later to play. I'm not sure how other engines handle this but testing in game is sort of a pain to start and stop constantly to make code tweaks to get things just right. Would be nice to do this in real-time in an editor. Quote Link to comment Share on other sites More sharing options...
DigitalHax Posted March 13, 2012 Share Posted March 13, 2012 Particles with over time texturing. eg red,blue,green etc Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
Daimour Posted March 14, 2012 Share Posted March 14, 2012 A formula to describe the flying path of particle. Or some other way to set up specific flying path. For creating "magic spell" kind of effects. 1 Quote Link to comment Share on other sites More sharing options...
Rick Posted March 14, 2012 Share Posted March 14, 2012 I agree with Daimour. Being able to have some spiral motions or whatever as magical effects would be nice. I think again that would be nice to be in an editor so we can fine tune it. Quote Link to comment Share on other sites More sharing options...
Flexman Posted March 14, 2012 Share Posted March 14, 2012 -softparticles -physcs responsive particles -trail particles (ribbons) -fillrate control (auto-manual) - mesh based emitters - trail particles (again ribbons) - events (particle died, particle born, etc..) - multiple emitter areas (spherical, square,...) Add to that colour blending, perhaps done via some KeyFrame object (which can be used for many other properties). But some means to cycle colour and position. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Kronos Posted March 15, 2012 Share Posted March 15, 2012 sound or sound triggers on emitters/particles? For explosions and the like. Quote intel i5 2500k, ram 16gb, nvidia Geforce GTX570, asus xonar sound card. Windows 7 64 bit Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 20, 2012 Share Posted March 20, 2012 So any comments/feedback on any of this Chris ? Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Chris Vossen Posted March 25, 2012 Author Share Posted March 25, 2012 Hey everyone, My apologies for being so late to respond! Here is my current list of particle system requests (in order posted): 1. Soft particles (quick explanation: http://blog.wolfire..../Soft-Particles) 2. Physics responsive particles 3. Trail particles 4. Fillrate control 5. 3D Verlet physics for particles 6. Attractors & deflectors 7. Mesh based emitters 8. Particle events (Particle Born, Particle Death…etc) 9. Multiple emitter areas (square, spherical, cylindrical…) 10. GPU based particles using geometry shaders 11. Visual editor for matching particle effects to object motions (example: flames on a sword swing) 12. Particle over time texturing 13. Formula to describe the flying path of a particle I like this idea because I’ve come across a couple times in which this function would have made my life a lot easier. For example here is a video of a portal I made with spiraling particles. Since I didn't have access to the particles flying path I had to make 8 emitters positioned in a circle and activate them at different times in a clockwise order. If I could manipulate the flying path it would have only taken one emitter with a unique particle flying path. 14. Color blending 15. Sound triggers All of these ideas are great and it will be exciting to see how many of them I can incorporate into the engine and at the same time make the system as user friendly as possible (Because there is no point in having awesome features if no one can figure out how to use them). Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted March 26, 2012 Share Posted March 26, 2012 All of these ideas are great and it will be exciting to see how many of them I can incorporate into the engine and at the same time make the system as user friendly as possible (Because there is no point in having awesome features if no one can figure out how to use them). Best of luck Chris. Looking forward to seeing how this progresses. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
DigitalHax Posted March 26, 2012 Share Posted March 26, 2012 I'd be interested to see some things similar to that of in after effects trapcode particular -- http://www.redgiantsoftware.com/products/all/trapcode-particular/ I have tried it out before and the customization is really smooth. Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely. Link to comment Share on other sites More sharing options...
Chris Vossen Posted March 28, 2012 Author Share Posted March 28, 2012 I cannot explain how much I enjoy particles! Thanks for the link DigitalHax, I'm going to go play with that particle system. If anyone else knows of powerful and user friendly particle systems send them my way! Quote Link to comment Share on other sites More sharing options...
wailingmonkey Posted April 8, 2012 Share Posted April 8, 2012 Particle deformers: - Non-linear: bend, taper/flare, sine, squash, twist, wave - free-form cage deformer (customizable matrix) - sticky particles (with 'sticky-ness' customizer, gravity editor, and ability to splat/radiate from contact point---hello gib-tastic particles!) *edit* forgot to add, trail particles that could potentially be based off of a spline tool similar to road tool (not just 'trailing' off of a geometry's animated motion) Quote Vista Ultimate SP1 64bit | Q6600 2.40 GHZ | 8GB RAM | 320MB Nvidia 8800GTS Link to comment Share on other sites More sharing options...
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