particles

Expand particles.js to background

断了今生、忘了曾经 提交于 2021-01-28 21:50:38
问题 I bought a template and I'm modifying it to make my website, I'm a designer, and I do not have much idea of code but I want to learn and I decided to venture into making the web like this. I want to put the plugin particles.js as background, I managed to put it in the index but I have been put like this and I have no idea how to do to expand it. As if in photoshop take it from a corner and drag to occupy the whole background. Here's the problem: And here's the particle.js div onto index.html:

iPhone. Particle system performance

余生长醉 提交于 2020-01-24 17:27:05
问题 I try to draw rain and snow as particle system using Core Graphics . In simulator rendering proceeded fine but when I run my app on real device rendering is slow down. So, advise me please approaches to increase particle system drawing performance on iPhone . May be I should use OpenGL for this or CoreAnimation ? 回答1: OpenGL would be the lowest level to drop to for the rendering, so should offer the best performance (if done right). CoreAnimation would be close enough if there are not too

cocos2d starting particles from a specific time in the future

拜拜、爱过 提交于 2020-01-04 01:44:08
问题 I am developing a cocos2d based app with a space background in which I am exploiting a CCQuadParticleSystem to make blinking stars. I have generated this particle system with ParticleDesigner. As soon as I load the particle system white dots representing stars start appearing in the background and after a while they fade out so that, after few seconds in which the particle system reaches the regime state, a night sky full of stars comes out. My problem is that I would like to know if there is

Cannot animate clones of the same patch in python matplotlib

余生颓废 提交于 2020-01-03 04:15:07
问题 I am currently trying to make a simulation in which multiple particle agents (blue dots) try to follow the enemy particle (red dot). I have managed to get my simulation to have one blue dot follow the red dot, but I am having trouble producing multiple version of the blue dots (also trying ot get it to appear at random initial locations) in the simulation and animating all of them to follow the red dot. Any ideas on how to fix this? Attempt to animate clones of blue particles: import numpy as

Flickering GPGPU Particles Three.js

六眼飞鱼酱① 提交于 2020-01-02 23:05:50
问题 I've created a particle simulation (thing) with Three.js. I'm super happy with the simulation part of it, but for some reason I get a lot of screen flickering when I run it. The effect is more apparent on some machines / graphics cards, but I've noticed flickering with all of them. Here is the demo. Here is the source. Things I've tried: Narrowing the visible range on the camera Removing transparency from the PointCloud material Make each "simulator" have it's own camera, scene and mesh (I

Having trouble calculating direction for particle explosion

£可爱£侵袭症+ 提交于 2019-12-25 09:36:14
问题 I'm trying make a particle explosion system, where each particle explodes directly away from a central point. But I'm getting some really funky behavior. I'm using Math.atan2(y2 - y1, x2 - x1) * 180 / Math.PI; to calculate the direction to the center point, then reversing the direction by subtracting 180 degrees from the angle. Here's the rest of my code dealing with the particles: for ( var i = 0; i < le.length; i ++ ) { // Create new particle element and append it to document. lObj[i] = new

Can libgdx Particle Effects use texture regions?

回眸只為那壹抹淺笑 提交于 2019-12-24 08:39:09
问题 I have all of my images for a libgdx project in a single texture. I'm about to add some nice particle effects, but the documentation implies that each type of emitter requires a separate graphics file for its particle. Is that true? Or, is there a way of specifying a region of a texture to be used as the particle image, so that I may still keep all my images in that single file? 回答1: Yes it can but you need to have the texture inside of an TextureAtlas . Take a look at this article for it.

.points opacity / size within three.js

…衆ロ難τιáo~ 提交于 2019-12-24 06:21:56
问题 I'm back for question two on .points. This time wondering how to change the opacity from 0, to 1 and then back within certain pixel distances from the emitter. var particleCount = 14, particles = new THREE.Geometry(), pMaterial = new THREE.PointsMaterial({ map: new THREE.TextureLoader().load("x.png"), blending: THREE.multiplyBlending, flatShading: true, size: 40, transparent: true, depthTest: true, sizeAttenuation: true, opacity: 1 }); var particleSystem; My main confusion is that even though

uniform generation of points on 3D box

六月ゝ 毕业季﹏ 提交于 2019-12-24 01:55:09
问题 I would like to generate random points on a 3D box defined by its (minx, miny, minz) and (maxx, maxy, maxz) corners. I was thinking of generating a random point inside of the box and then somehow projecting it onto one of the box sides. However, I don't have explicit plane information for the box sides and this seems like it will not produce a uniform distribution of points since if some sides of the box are bigger than others, those sides should have more points generated on them. Any

uniform generation of points on 3D box

偶尔善良 提交于 2019-12-24 01:55:08
问题 I would like to generate random points on a 3D box defined by its (minx, miny, minz) and (maxx, maxy, maxz) corners. I was thinking of generating a random point inside of the box and then somehow projecting it onto one of the box sides. However, I don't have explicit plane information for the box sides and this seems like it will not produce a uniform distribution of points since if some sides of the box are bigger than others, those sides should have more points generated on them. Any