| name | particle-systems |
| description | Design and implement particle systems for visual effects. Use for: fire and smoke effects, magic and energy effects, weather systems, destruction effects, environmental particles, optimizing particle performance, and creating reusable particle libraries. |
Particle Systems
Design and implement particle systems for real-time visual effects.
Overview
Particle systems simulate complex phenomena using many small particles, essential for fire, smoke, magic, weather, and environmental effects in games and real-time applications.
Quick Start
| Effect Type | System Type | Reference |
|---|
| Fire/Smoke | Sprite particles | /references/fire-smoke-effects.md |
| Magic/Energy | GPU particles | /references/magic-energy-effects.md |
| Weather | Instanced particles | /references/weather-systems.md |
| Optimization | LOD, culling | /references/particle-optimization.md |
Core Concepts
Particle Properties
- Position, velocity, acceleration
- Lifetime, size, color
- Rotation, sprite/mesh
- Forces and fields
Emitter Types
- Point, area, volume emitters
- Burst vs. continuous
- Emission rates and patterns
- Velocity and direction control
Particle Rendering
- Billboard sprites
- Mesh particles
- GPU particles
- Sorting and blending
Using the Reference Files
/references/fire-smoke-effects.md — Creating realistic fire and smoke using particles.
/references/magic-energy-effects.md — Stylized effects for games (magic, energy, impacts).
/references/weather-systems.md — Rain, snow, fog, and environmental particles.
/references/particle-optimization.md — Performance optimization for particle systems.