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).
Age Rating: None
Version
GMS1 - Version 1.3.0. Published September 3, 2014
- 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
Package contents
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