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Deki Particles

Particle system for the Deki Engine: emission shapes (point/circle/rect), gravity, drag, initial velocity, and lifetime/size/color/rotation modifiers.

An effect is a Particle Effect asset, authored in the editor's Node Graph window: an Emitter node followed by a chain of modifier nodes, wired in the order they run. ParticleEmitterComponent references that asset and walks it once when it starts, so the per-frame cost is exactly the modifiers you wired, with no graph interpretation in the loop. One graph drives any number of emitters.

Part of the Deki Engine module ecosystem.

Installation

Install via the Module Manager inside the Deki Editor.

Adding your own modifier

From any module or the project DLL, with no change to deki-particles:

  1. Declare a DEKI_NODE struct in a category starting Particles/ (see ParticleNodes.h).
  2. Register its ParticleModifierOps with REGISTER_PARTICLE_MODIFIER (see ParticleModifierLibrary.cpp). Anything the modifier remembers between frames goes in the ops' state blob, never in the struct: the struct belongs to the shared asset.
  3. Register the node type from your module entry, the way DekiParticles_RegisterGraphTypes does.

Dependencies

Dependency Type
deki-nodegraph Deki module
deki-rendering Deki module
deki-2d Deki module

License

Licensed under the Apache License, Version 2.0. See LICENSE for details.

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