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Showing results for tags 'particlesystem'.
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Hello! I have two particle system, I only set renderingGroupId = 1 for ps2 but ps1 has also effected. Is that normal or bug? Simple & fast PG: https://www.babylonjs-playground.com/#N53UFQ Line 57.
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Hello, I have made some research on the internet and on this forum but I didn't find any example of a reverse particles system. The idea is to have a gravity point which attracts the particles instead of a emitter point which launch particles. Is that possible with babylonjs? Regards, Valentin
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Hy gangs, i'm having problem with the particle covering the entire scene See pg: http://www.babylonjs-playground.com/#FJNR5#53
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Hi all, i wanted to show my fireballs, and hopefully get some feedback They are made completely with the ParticleSystem, at this moment each ball uses 2 systems, one for the ball and one for the on-hit explosion. it still need a bit of tweaking, but i'm starting to become happy with them. update: added a GIF instead of picture & webm. Update: Simplified PG of how i make the fireballs & tails: http://www.babylonjs-playground.com/#VX8YM#3 Let me know what you think! and please do include any Critique & ideas for improvement. Cheers
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Hi all, Looking to gradually "scale" down particles in a particle system as they start dying, Is it possible to look at each active particle in the system (like in a for..loop in registerBeforeRender) and see if they have started dying? is there a flag or value for that? EDIT: Nevermind this topic, i found what i needed.. particleSystem.particles cointains an array for each particle which then contains age & lifetime values which can do the trick Cheers
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Is there a way to set a alpha value for an entire particle system? This is how I'm currently creating my particle system. // Create particle system this.smokeEmitter = new Phaser.Particles.Arcade.Emitter(this.game, 900, 1140, 300); this.smokeEmitter.makeParticles("Smoke"); this.smokeEmitter.setRotation(0, 30); this.smokeEmitter.setAlpha(0.0, 1.0, 500); this.smokeEmitter.setScale(0.1, 0.8, 0.15, 0.8, 8000, Phaser.Easing.Sinusoidal.InOut, true); this.smokeEmitter.setXSpeed(-5, 30); this.smokeEmitter.setYSpeed(-40, -30); this.smokeEmitter.gravity = -6; this.smokeEmitter.start(false, 30000, 300); The effect I'm looking for is an effect where the particles do not blend in each other and all particles get alpha 0.6, even if they overlap. I have tried setting the alpha using this.smokeEmitter.alpha and I have also tried setting it on a parent group. But nothing I have tried gives me the result I want.
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Emit particles in local space rather than world space?
testure posted a topic in Questions & Answers
Most engines allow you to emit particles in either local or world space- currently it looks like Babylon.js only allows emission in world space, is this correct? or is there a flag that I've missed? Thanks!- 2 replies
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I've been digging through Babylon.js lately and for the project I'm working on I'd like to be able to write a custom GLSL shader for my particle systems (for things like lit particles, soft particles, etc). I can't tell if this is something that's possible or not, I haven't been able to find any documentation on it, other than being able to change the blend mode...
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