4 releases
0.1.0 | Jul 4, 2024 |
---|---|
0.0.3 | Jun 30, 2024 |
0.0.2 | Jun 27, 2024 |
0.0.1 | Jun 26, 2024 |
#395 in Game dev
121 downloads per month
83KB
2K
SLoC
berdicles
Expressive CPU particle system for the bevy engine.
Feature Set
- Instancing based CPU particles.
- Expressive non-physics based particle traits.
- Familiar setup with bevy's native
Material
andMesh
. - Particles as emitters.
- Mesh based particle trails.
- Particle events that spawn other particles.
- Multiple renders from the same simulation result via
ParticleRef
. - Billboard particles.
Non-features
- GPU simulation.
- SIMD and similar optimizations.
- First party physics support.
Getting Started
Add a ParticleSystemBundle
, which is a MaterialMeshBundle
with a ParticleInstance
.
- Huh?
First we need to add ParticleMaterialPlugin
, not MaterialPlugin
, which sets up a different render pipeline.
We only use vertex_shader()
and fragment_shader()
from Material so the rest can be ignored.
This uses the mesh as the particle shape and the shader for instancing. The StandardParticle
is already setup
in this crate, but you can define your own Material
by referencing this shader's source code.
To create a ParticleInstance
we need a ParticleSystem
trait implementor and a Particle
that it spawns.
Trait Based Particles
Physics based particles is commonly seen in most particle system implementations, but they might be frustrating to work with in some situations. We provide alternative ways to implement particles, instead of defining things as velocities, forces or curves.
impl Particle for SpiralParticle {
fn update(&mut self, dt: f32) {
self.lifetime += dt;
}
fn get_transform(&self) -> Transform {
Transform::from_translation(
Vec3::new(self.lifetime, 0., 0.)
).with_rotation(
Quat::from_rotation_y(self.lifetime)
)
}
fn expiration_state(&self) -> ExpirationState{
ExpirationState::explode_if(self.lifetime > 8.)
}
}
Sub-particle Systems
SubParticleSystem
uses a parent particle system's particles as spawners for other particles.
- Add
ParticleParent(Entity)
to point to a parent - Add the downcast function
as_sub_particle_system
to yourParticleSystem
implementation.
Yes you can chain these infinitely.
Event Particle Systems
EventParticleSystem
can listen to events like particle despawning or colliding and spawn particles on events.
- Add
ParticleParent(Entity)
to point to a parent - Add
ParticleEventBuffer
to the parent to record these events, - Add the downcast function
as_event_particle_system
to yourParticleSystem
implementation.
Trail Rendering
We can render trails behind particles as mesh.
- Implement
TrailedParticle
on your particle. - Add
on_update
,detach_slice
andas_trail_particle_system
to yourParticleSystem
implementation. - Add
TrailMeshOf(Entity)
to aMaterialMeshBundle
to render them.
Versions
bevy | berdicles |
---|---|
0.14 | latest |
License
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Dependencies
~36–73MB
~1.5M SLoC