Shows how to initialize a particle system through a point emitter, including gravity,
color and size actions. The code shows how to set the emission direction (spawn direction) to get
a particular effect. The code shows how to set the emission type, the particle life time and its initial speed.
It shows how to accurately act on these parameters as well as on the particles color variation and size variation velocites.
Keywords: scene - camera - include - texture - particle_system - add_emitter - add_action - gizmo - particle_system_emitter - particle_system_action - gravity_vector - color_variation_velocity - size_variation_velocity
Code Sample 18
This code performs pretty the same thing as the code sample 17, but uses more accurately the blending technique (blending
is automatically used in every code samples featuring particle systems but is often invisible in the code, which doesn't require
the user settings). It shows how to use basic position dependance princples by setting a master (master_object) to the point emitter, the master
being the light in this case. LUA scripting is used to move the light.
Keywords: scene - camera - include - texture - particle_system - add_emitter - add_action - gizmo - master_object - particle_system_emitter - particle_system_action - color_variation_velocity - size_variation_velocity
Code Sample 19
Shows how to initialize a particle system with color, size actions and line emitter. Perform the same thing as in code samples
17 and 18, but introduces a line emitter.
Keywords: scene - camera - include - texture - particle_system - add_emitter - add_action - primitive - line - master_object - particle_system_emitter - particle_system_action - color_variation_velocity
Code Sample 24
This codes shows how to use LUA scripting to rotate objects and how to initialize a particle system wiht a sphere emitter.
Shows how to use particle system with an obstacle. In this case, it is a spherical obstacle.
The sphere obstace is a primitive that is rendered to clearily see the impact of te particles.
Keywords: scene - camera - include - texture - particle_system - add_emitter - add_action - add_obstacle - gizmo - primitive - sphere - master_object - particle_system_emitter - particle_system_action - particle_system_obstacle
Code Sample 29
Shows how to use particle system with a plane obstacle. Here, there are two plane obstacles.
The code shows how to setup a fast rendering mode depending whether or not the graphics controller supports it (point_sprite parameter).
Shows how to use the orbit point action in a particle system to attract particles towards a specific object.
It shows how to control the orbit acceleration vector to get a special effect.
Keywords: scene - camera - include - texture - particle_system - add_emitter - add_action - add_obstacle - gizmo - master_object - particle_system_emitter - particle_system_action - orbit_point_acceleration_vector - primitive - sphere
Code Sample 36
Shows how to use the mesh emitter in the particle system.
Keywords: scene - camera - texture - particle_system - add_emitter - add_action - mesh - master_object - particle_system_emitter - particle_system_action
Code Sample 37
Shows how to use the disc emitter in the particle system.