AppGameKit Studio - Particle Editor
Initialising the system and loading effects is very straight forward and you also get access to functions that let you control most of the effect settings in real-time if desired.The AppGameKit Studio Particle Editor is compatible with AppGameKit Studio and AppGameKit Classic.
Custom gradient textures are supported
Particle orientation methods supported include, camera facing, billboard, full 3D rotation, movement speed oriented
Control the size of each particle at the start and at the end of its lifetime
Turbulence system for adding natural looking randomness to the effects
Custom noise textures are supported for turbulence
Turbulence field can be translated and rotated at run-time
Layered vector field system for controlling overall particle movement and flows
Shape based layers can add localised directional forces, attract repel or swirl particles
Reflector system that can be used to bounce particles off floors and walls
The AppGameKit Studio Particle Editor is an easy to use editor that brings GPU particles to your creations.
Features
Paint layer provides a very simple to use artistic approach for painting particle flow-directions interactively
Simple to use run-time for AppGameKit Studio and AppGameKit Classic apps projects
User controllable max particle counts (4K, 16K, 64K, 256K, 1M) so effects can be fine tuned for different hardware specs
Run-time option to load an effect with a reduced particle count
Freeze the simulation to inspect the currently displayed effect
Flexible emitter functionality with several emitter types (box, circle, disc, filled sphere, spherical shell, line)
All emitter shapes can be fine tuned (size radius, rotation and position)
Run-time control over the effect's position - reuse the same effect in different places in your games
Emitters can be activated and deactivated in the editor and at run-time
Variable emission count can be auto-optimised to have as many particles on screen as possible
Burst emitters for explosions and sparks
Full control over for how many frames an emitter creates particle before going dormant
Specify the initial speed of particles and any random variance setting
Particle blend modes supported (opaque, alpha, additive)
Several particle textures are included for common effects
Custom textures supported
Particle tinting can be easily controlled for the particles lifetime by using gradients.