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2018年6月29日 (金) 04:37時点における最新版
Introduction
This document describes a partial redesign of the current particle system with the following goals:
- Sustainment of current features
- Flexibility for artists
- Extensibility of code
Basics
- Particle systems are a feature of objects (Note: it might be better to actually make particle systems an object type of their own)
- A particle system uses a number of equal data elements ("particles"). Each particle describes a point in space with associated data, like size, mass or color.
- Each particle in a system is treated the same way. Artists define rules for the particle set as a whole and don't have to care about individual particles.
- Particle system configuration consists of:
- Simulation
- The change of particle attributes over time. Often includes physical simulation of particle movement, but any means of animation are possible.
- Rendering
- Can create independent render elements for each particle (e.g. halo spots), but also generate render geometry from the particle set as a whole (e.g. fluid surface).
- Display
- Realtime rendering using OpenGL primitives. Usually strongly simplified per-particle elements for performance reasons.