particles

Slowing down particles of an SKEmitterNode

假装没事ソ 提交于 2019-12-03 20:42:29
I was just curious, is there a way to slowdown particle emitting along the other objects in the scene. Say you have one particle emitter, and one sprite. Sprite is moved using SKAction . An emitter is emitting. Both nodes are added to the scene. If you set self.speed to 0.5, only the sprite will slow down. Emitters will continue emitting at the same speed. Is there a way to slowdown in some other way than using particleSpeed property, because that will change the behaviour of an emitter. My question is inspired by this question: https://stackoverflow.com/a/41764180/3402095 Normally a

xcode iphone particles without cocos2D

和自甴很熟 提交于 2019-12-03 20:41:41
is it possible to have particles without using cocos 2D. I know particle designer but we have to use it with cocos 2D. How can I make particles without cocos 2D ?? You can do it by spawning an image and adding it to an array, which makes it extremly easy to animate the image or do whatever with it. - (void)createImage { UIImageView *Image = [[UIImageView alloc] initWithFrame:CGRectMake(arc4random() % 320, 480, 40, 40)]; [Image setBackgroundColor:[UIColor blackColor]]; [self.view addSubview:Image]; [myArray addObject:Image]; } That creates a black image wherever and adds it to an array. Then,

what is the easiest way to implement particle system without openGL nor cocos2d

三世轮回 提交于 2019-12-03 08:50:52
All is in the question, I've worked enough with cocos2d to say it's a great library but today I only wanna use particle system in a total UIKit project. As long as I know, unfortunately, I have to implement one with OpenGL. Any suggestions ? You can use Core Animation and CAReplicatorLayer to generate particle systems without having to drop down to OpenGL ES. Joe Ricioppo's " To 1e100f And Beyond with CAReplicatorLayer " gives an introduction to how to use this class. Also, Apple has their ReplicatorDemo sample application, which I ported to the iPad . On the Mac, there's also the

Efficient particle system in javascript? (WebGL)

♀尐吖头ヾ 提交于 2019-12-03 07:43:59
问题 I'm trying to write a program that does some basic gravity physics simulations on particles. I initially wrote the program using the standard Javascript graphics (with a 2d context), and I could get around 25 fps w/10000 particles that way. I rewrote the tool in WebGL because I was under the assumption that I could get better results that way. I am also using the glMatrix library for vector math. However, with this implementation I'm getting only about 15fps with 10000 particles. I'm

Efficient particle system in javascript? (WebGL)

╄→гoц情女王★ 提交于 2019-12-02 21:12:48
I'm trying to write a program that does some basic gravity physics simulations on particles. I initially wrote the program using the standard Javascript graphics (with a 2d context), and I could get around 25 fps w/10000 particles that way. I rewrote the tool in WebGL because I was under the assumption that I could get better results that way. I am also using the glMatrix library for vector math. However, with this implementation I'm getting only about 15fps with 10000 particles. I'm currently an EECS undergrad and I have had a reasonable amount of experience programming, but never with

Particle System libGDX [closed]

久未见 提交于 2019-12-02 19:26:31
Can anyone give me a good example of where to start with making a particle system in libGDX? I have looked at the test example in the libGDX source but I am still having trouble getting my head around it. Maybe just a good explanation of it will help. I'm thinking I want to make some sort of explosion with a lot of colorful particles. Any help is greatly appreciated! Define a particle effect in your game class: public ParticleEffect particleEffect; Initialize it: particleEffect = new ParticleEffect(); particleEffect.load(Gdx.files.internal("data/particleEffect.p"), Gdx.files.internal("data"));

LibGDX: Particle scale

妖精的绣舞 提交于 2019-12-01 04:27:23
问题 In my game I use static final float FRUSTUM_WIDTH = 10; static final float FRUSTUM_HEIGHT = 15; So when I draw the particles they take the whole screen and are huge! So how do I scale them down to fit my needs? //Pew Labs 回答1: Either you use the particle editor (to be honest I don't think it's a good idea for sizing the particles, as you mentioned the particles won't get too small (for anything else I really recommend it)) or you just open the particle effect file. It should be generated by

Fitting largest circle in free area in image with distributed particle

為{幸葍}努か 提交于 2019-11-30 10:21:38
问题 I am working on images to detect and fit the largest possible circle in any of the free areas of an image containing distributed particles: (able to detect the location of particle). One direction is to define a circle touching any 3-point combination, checking if the circle is empty, then finding the largest circle among all empty circles. However, it leads to a huge number of combination i.e. C(n,3) , where n is the total number of particles in the image. I would appreciate if anyone can

Unable to pause SKEmitterNode in iOS9

坚强是说给别人听的谎言 提交于 2019-11-30 03:30:59
I've tried few workarounds, but still I can't pause existing particles on iOS9 . I am using following technique to pause the scene: pause the scene with self.paused = YES; set custom globalPause = YES; variable to control update: method execution (because update: still runs while scene is paused). The point is that I don't pause the view, but rather the scene. I don't pause the view, because of this . Here is the code which can reproduce this issue on iOS9 : #import "GameScene.h" @interface GameScene () @property (nonatomic, strong)SKEmitterNode *emitter; @end @implementation GameScene -(void

Fitting largest circle in free area in image with distributed particle

萝らか妹 提交于 2019-11-29 20:26:00
I am working on images to detect and fit the largest possible circle in any of the free areas of an image containing distributed particles: (able to detect the location of particle). One direction is to define a circle touching any 3-point combination, checking if the circle is empty, then finding the largest circle among all empty circles. However, it leads to a huge number of combination i.e. C(n,3) , where n is the total number of particles in the image. I would appreciate if anyone can provide me any hint or alternate method that I can explore. Lets do some maths my friend, as maths will