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.
Install via the Module Manager inside the Deki Editor.
From any module or the project DLL, with no change to deki-particles:
- Declare a
DEKI_NODEstruct in a category startingParticles/(seeParticleNodes.h). - Register its
ParticleModifierOpswithREGISTER_PARTICLE_MODIFIER(seeParticleModifierLibrary.cpp). Anything the modifier remembers between frames goes in the ops' state blob, never in the struct: the struct belongs to the shared asset. - Register the node type from your module entry, the way
DekiParticles_RegisterGraphTypesdoes.
| Dependency | Type |
|---|---|
deki-nodegraph |
Deki module |
deki-rendering |
Deki module |
deki-2d |
Deki module |
Licensed under the Apache License, Version 2.0. See LICENSE for details.