The particle system cge-3d-particle-emitter, developed by Trung Le (Kagamma), has a big update. Now it is possible to edit the particle effects right inside the CGE editor (using CGE editor capabilities to register and edit any component).
Under the movie, we list detailed usage instructions, so read on 🙂
Try it out:
- Download the latest cge-3d-particle-emitter code.
-
Make sure you have the latest Castle Game Engine version, with latest editor and the build tool. We had some important updates to editor lately: fixed rebuilding editor on Windows (needs to wait for previous editor to finish before replacing the EXE), and to define
CASTLE_DESIGN_MODE
at compilation of custom controls. -
Open CGE editor, and open the project
cge-3d-particle-emitter/demos/gallery/CastleEngineManifest.xml
. -
Rebuild the editor to include the custom particle emitter and effect components. Just click on “Project -> Restart Editor (With Custom Components)” to build an editor with project-specific components.
-
Enjoy! Use the editor as usual. Open the design
data/gamestatemain.castle-user-interface
to see sample effects and emitters designed. Tweak all their options by exploring properties on the All tab.
Kagamma lists a few more new features in the forum thread:
-
You can now use
MiddleParticleSize
, which allows to change particle size by performing linear interpolation to certain point (defined byMiddleAnchor
) during it’s lifetime. -
New
SourceType
property, allows to define the type of emitter source (Box
orSpheroid
). -
New
Burst
property, allows to create burst-type emitter, useful for creating explosion effect. -
New
AllowsUpdateWhenCulled
property, very useful if you want to optimize particle’s performance, by stopping it’s updating when particle emitter’s bounding box is outside of view frustum. -
New
AllowsInstancing
property. If this is set toTrue
, then you can use the same particle emitter on different transform nodes. Particles are calculated in local space, which means if you move the emitter, then it’s particles will also move with it. If you want particles to be calculated in world space, then set this property toFalse
, which also disable the ability of instancing.(It becomes obvious once you play with it visually 🙂 )
-
Despite it’s name, you can also use it in 2D, which means cge-2d-particle-emitter is now deprecated.
Start the discussion at Castle Game Engine Forum