particles's Introduction
Griffin Schneider Assignment #3 - Particle Systems Description: I wasn't aiming to reproduce any specific effect for this project. Instead, my aim was to create a generic/reusable particle system for Processing that can be simply set up to produce a wide range of effects. This was something I wanted to use during the 2D project, but I couldn't find anything that met my needs. I hope to create a particle engine that I can put to use in the 3D project. The "ParticleEmitter" and "Particle" classes make up the reusable particle engine. ParticleApplet is essentially a test/example harness that instantiates ParticleEmitters in various ways to demonstrate their capabilities. Usage: Once the program is running, press a number 0-6 to view examples of various effects created with the engine. Each number has a corresponding example, described below. Example # Description 0 Basic usage - various colored squares, acceleration, rotational velocity, etc. 1 Simple example of textured particles 2 Textured particles with random tinting 3 Multiple particle systems with scripted on/off and gravity 4 Stress test - 100 particle emitters, each emitting 3 particles every frame. 5 The same stress test, but each particle system is capped at 100 particles. 6 3 fire-style particle emitters, except the particle textures are still smily faces. Assignment Requirements: Required Features - Particles that move in varying directions from a point: Yes. - Particles with color that varies over time: Alpha varies over time if the ParticleEmitter's fadeOut variable is true. I did not implement a more generic hue shift over time, although particles can be assigned random hues at creation by setting ParticleEngine's rainbowColors variable to true. - Particles that die after a certain amount of time / maximum number of particles: Both. Particles are assigned a random lifespan between minParticleLifespan and maxParticleLifespan. Also, if maxNumParticles is non-zero, an attempt to create more particles than that number results in particles being removed oldest-first to make room for the new ones. - Physics system: Particles track their linear velocity, linear acceleration, and rotational velocity. Optional Features - Textured particles Pass the constructor of ParticleEmitter the filename of an image and that image will be used as a texture for all created particles. The size of the particles can be controlled with maxParticleScale and minParticleScale. - Emitters that turn on/off in a scripted fashion: ParticleEmitter provides an inhibitEmissions variable that causes normal emissions to turn off when it's set to true. This can be used with a few threads to easily create "scripts" - example #3 shows how to to this. Individual emitters can also be assigned a lifespan, after which point they will turn off. Late days: I would like to use 3 late days, assuming that's the right amount to have this graded as not late :)
particles's People
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