The idea is to have one plugin command to specify a black and white mask (.PNG file) fixed on the map at some X and Y position (+ Z layer priority ^u^), and another command to specify the behavior of another “texture PNG file” that will always be limited to the boundaries of the previously specified mask.
Author: Tsukimi (in this forum: cji3bp62000)Ĭlick to expand.Well that’s the beauty of such a plugin, you’re not limited to just a single effect and it’s extremely powerful and efficient while easy and light to implement. (but I will be happy if you would write in your game!) Q: Error " Cannot set property x of null" show up.Ī: please check all names of config-files you use is filled into the plugin parameter "configName".įree to use in non-commercial/commercial games. You can download(press ctrl+s) the script from here, or from my Github. However, eventId will be set to this event. Should emitter set to player(-1) remain exist The number of particles in a particle system is not easily changed.X: Don't change from current parameter value ex: x
I’m going to start by adding a new function just below the init function. This function is responsible for initializing our particle system. Add the following code to the application:
This implementation has some pros and cons. On the pro side, since all the particles are contained in one mesh and share the same material, the particles are rendered in one draw call, so it is very efficient on the GPU. Also, this allows us to move and rotate the entire particle system by modifying one mesh. On the con side, this limits the amount of flexibility we have when it comes to giving each particle an individual look, or changing the orientation of individual particles.
To view this demonstration, you will need a WebGL compatible browser. If you have a recent version of any major browser, you should be able to view it. I thought that since we are in the middle of the holiday season, it would be appropriate (at least where I live) to create a particle system that simulates a snowfall. Examples of effects created with particles would include: fire, smoke, rain, snow, clouds, dust, muzzle flashes, and explosions.
This is the sixth tutorial in a series I’ve written about programming 3D graphics in the browser using Three.js. In this tutorial we are going to cover the steps needed to create a particle system using Three.js.Ī particle system is a loosely defined term, but in general, it is a rendering technique that uses many small sprites or 3D meshes to create certain types of effects that are hard or inefficient to create with traditional rendering techniques.