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Comments (8)

nemerle avatar nemerle commented on June 5, 2024

A small wish-list:

  • Selecting a subset of meshes for particle collisions ( terrain-only etc. )
  • Restricting a particle system to only render within specific geometry/model ( using stencil ? )
  • LOD support ? ( hard-limit on the number of renderable/updateable particle 'slots' )

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BearishSun avatar BearishSun commented on June 5, 2024

Thanks, I'll keep those in mind.

Regarding restricting particles within a specific geometry, is that different from using collisions to restrict particle movement?

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nemerle avatar nemerle commented on June 5, 2024

I think it is, you render the particle system over the geometry and use stencil to prevent it from interacting with surrounding pixels, a few examples that come to mind:

  • beam-me-up Scotty -> drawing a particle effect inside the player's mesh
  • A fizzy water/fluid insight a container - particle system to simulate bubbles in a glass of water/ droplets on a window pane, etc.
  • A particle-system based effect on an element of a snazzy futuristic armor

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BearishSun avatar BearishSun commented on June 5, 2024

Makes sense. If you can think of a tool/engine that already has this functionality let me know, always easier to implement something when I have an example to go on.

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wicast avatar wicast commented on June 5, 2024

https://github.com/effekseer/Effekseer
How about this one?

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nemerle avatar nemerle commented on June 5, 2024

As an example of what I was talking about, here's an APNG from one of my favourite games:
coh_bubbly

Steps that are used to render this:

  1. Render the multi-geometry model to FBO+Stencil
  2. Render the 'Effect' built from multiple particle systems, centered over the model.
  3. Render the colored background over the model, using stencil to only fill non-model areas

Other approach would be to use stencil in step 2. to limit the drawing to the model's silhouette

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BearishSun avatar BearishSun commented on June 5, 2024

It's a nice effect. I doubt I'm going to support this out of the box though. It feels like particle rendering would need a lot of extra code just for this specific effect, while I'm generally trying to keep things as generic as possible.

Ideally I want to expose enough of the renderer to the user so they can make effects like these on their own. Currently the particle shader can be provided by the user, meaning part of that job is done. You could potentially also use render queue priorities to force a mesh to draw before the particle system, filling up the stencil buffer, and then use the particle material to only draw in those areas.

That might be a stretch though. But that's the general idea I want to go in, and extend the API so these things are possible.

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BearishSun avatar BearishSun commented on June 5, 2024

Feature implemented and ready for release with v1.1.

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