- Particle Appearance:
- ● Support for standard quads and Point Sprites
- ● Billboards
- ● Blending function is choosable
- ● Color fading
- ● Texture fading
- ● Two modes for resizing during a particles life
- ● Two modes for color, texture and size interpolation
- ● Normals for a plastic appearance
- ● Rotation
- ● Smear effect with adaptive texture shifting
- ● Fast concurrent depth sorting, which nearly always has bestcase conditions
- ● Frustum culling
- Particle Physics:
- ● Two physics models, simple and realistic
- ● Movements calculated with Newtons laws
- ● Correct air resistance calculation
- ● Wind
- ● Fast, extensible collision detection with sphere, cube, cone, face and heightmap primitives
- builtin
- ● The collision trees are generated separately and can be used for several contexts
- ● Simple, overwritable collision friction model, featuring materials
- ● Magnet points with 5 predefined modes, including a realistic mass gravitation model
- Miscellaneous:
- ● Event driven effect creation possible, events for destroying, calculating, gravitating (magnet
- points) and colliding a particle
- ● Vertex storage choosable between Vertex Arrays, Vertex Buffer Objects or user defined
- storage methods
- ● Several parts of the calculation (physics, appearance, vertex calculation) can be disabled if
- not necessary, to increase the performance
- ● Each calculation can be modified or overwritten. full access up to the particles vertices. This
- guarantees a maximum of flexibility
- ● Preallocation of memory possible
- Emitters:
- ● General emitter functionality
- ○ Compatible with the effect manager
- ○ Fill delay and emitter lifespan
- ○ Automatic refill
- ○ Level of Detail
- ○ Not statically connected to one context, can be used to fill several contexts
- ○ Two Velocity modes, point orientation and controllable randomized initial velocities
- ○ Several renderpasses possible (with different blending functions)
- ● Sphere emitter
- ○ Emits particles between an inner and outer radius
- ○ Spawning region controllable
- ● Cube emitter
- ○ Emits particles in a cube with variable width, height and depth
- ● Cone emitter
- ○ Emits particles in or on a cone with variable base radius, top radius and height
- ○ When spawning on a surface, base and/or top plane can be excluded from the spawn
- region
- ○ Presumption fix can be enabled for a homogenious spawning
- ● Face emitter
- ○ Spawns particles on a surface described by triangles
- ○ The triangles may be generated the same way as in OpenGL
- ○ Transformation of the initial velocity by the triangles matrix can be enabled
- ● Font emitter
- ○ Writes texts using particles
- ○ The font itself is generated separately from a btimap (so called bitmapfonts) and can be
- used for several font emitters
- ○ Mono and Polyspace choosable
- ○ Character and Linegap variable
- Effect Manager:
- ● comfortable handling of particle effects
- ● Global manipulation functions for registered effects
- ● Frustum culling
- ● Depth sorting
- ● Efficient time delays adjustable for updating effects, which can enormously increase the
- performance