Description:
This sample builds on the Particles 2D sample to allow
authoring of particle effects in XML files, which makes creating new particle
systems and modifying particle system parameters a much simpler task.
Additionally, the sample adds a few extra features such as the ParticleEmitter
class, which makes it easier to attach particle systems to game objects and to
get a smooth spawning of particles as the object moves around.
Sample Overview
Particle systems are a technique for rendering special effects
that are typically very fluid and organic. They are common in games, generally
being used for smoke, fire, sparks, and splashes of water. For example, the
explosions in Spacewar are particle systems.
A particle system consists of any number of small particles.
Each particle has its own physical properties, typically including position,
velocity, and acceleration. More complex particle systems may include even more
properties. Particles are created and initialized with some initial properties
determined by the overall particle system, but once the system has begun, the
particles all act independently of one another. Particles are typically drawn
as 2D alpha blended sprites. Once many of these independently updating
particles are drawn on top of one another, the particle system has the
appearance of a chaotic and natural system.
This sample's particle systems are based on the Spacewar
particle system. However, they also demonstrate the use of up-front allocations
to avoid garbage collections. Also, the particle systems have been changed from
Spacewar's SceneItem to aDrawableGameComponent, so they can be easily plugged into
any XNA Framework game.
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