Description

A little demo that shows how to display quite a few more particles without the need for too many extra particle calculations.

Features

  • Easily import into your projects
  • Documentation included
  • Two demos: simple and shader-based

Simple

  • Derive your own generators and billboards from the included objects obj_generator and obj_display
  • Full particle system is updated only once per step per generator
  • obj_generator automatically recreates surfaces and redraws frames when needed (e.g. fullscreen switch)
  • Create a particle system in an obj_generator's Create event, call render_all_frames() a first time and you're ready to link billboards to the generator
  • Retrieve and display total displayed particle count

Shader-based

  • Offloads CPU by executing all billboard draw code in a shader
  • Uses a single texture and vertex buffer per particle system
  • Derive new particle billboard systems from obj_pbb_gen_disp
  • obj_pbb_gen_disp automatically recreates surfaces and redraws frames when needed (e.g. fullscreen switch)
  • In an obj_pbb_gen_disp's Create event, assign particles to system sys, add a few billboards using pbb_add_billboard() and call render_all_frames()
  • Debugging: retrieve and display total displayed particle count, display texture contents

Improvements to come

  • Proper HTML5 support
  • Rectangular billboard dimensions when using the shader-based version

Documentation and examples

  • Documentation
  • Examples (GMZ)

End User Licence Agreement (EULA).

Changes in 1.3.0

  • Modified asset package to make it easier to import from the Marketplace
  • Added a clean way of working with the objects and scripts provided
  • Added documentation

Version 1.3.0. Published September 3, 2014

Created with GameMaker: Studio v1.99.182

Age Rating: 4+

Average Rating

Your review

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Piyush D 04 September 2014

Nice!


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Gilles P 22 August 2014

Looks brilliant

But without documentation it's not obvious how it works or how to use it. You need a support link (to a forum on the GMC?) explaining this a little more in depth.

I would have given a 5 star because it's absolutely brilliant but it is simply too hard to grasp (as simple as it is in all actuality)

The system could be made to draw in the game world as opposed to the GUI and so it lacks features to do that but you could change the code or create you own draw script copying from the one supplied (I think/hope)

This review was left for a previous version of this asset.

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Bart Teunis (Publisher) 22 August 2014

Thank you for the nice and helpful reply! This demo could indeed use a bit of decent documentation on the idea behind it and how-to-use in addition to the current comments within the code. I'll be working on this for the next version.
What do you mean by "the system could be made to draw in the game world as opposed to the GUI"? Currently, everything is already drawn in the game world, except for debug info and some text in the GUI.


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Jarin R 11 August 2014

Interested

I like smoke or Cloud for every game.

This review was left for a previous version of this asset.

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