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@@ -9,6 +9,7 @@ This section of the tutorial covers (3D) GPU-accelerated particle systems. Most
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discussed here apply to CPU particles as well.
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.. rubric:: Introduction
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+ :heading-level: 2
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You can use particle systems to simulate complex physical effects like fire, sparks,
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smoke, magical effects, and many more. They are very well suited for creating dynamic and organic
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@@ -22,6 +23,7 @@ parameters and behaviors.
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Every particle system you create in Godot consists of two main parts: particles and emitters.
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.. rubric:: Particles
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+ :heading-level: 3
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A particle is the visible part of a particle system. It's what you see on the screen when a particle
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system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical
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@@ -31,6 +33,7 @@ color over the course of its lifetime. When you think of a fire, you can think o
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embers flying away from it as individual particles.
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.. rubric:: Emitters
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+ :heading-level: 3
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An emitter is what's creating the particles. Emitters are usually not visible, but they can have
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a shape. That shape controls where and how particles are spawned, for example whether they should fill
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@@ -38,6 +41,7 @@ a room like dust or shoot away from a single point like a fountain. Going back t
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an emitter would be the heat at the center of the fire that creates the embers and the flames.
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.. rubric:: Node overview
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+ :heading-level: 3
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.. figure:: img/particle_nodes.webp
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:alt: A list of nodes related to 3D particles
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@@ -72,6 +76,7 @@ objects in it and uses that for large-scale particle collisions.
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.. rubric:: Basic usage
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+ :heading-level: 2
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.. toctree::
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:maxdepth: 1
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@@ -82,6 +87,7 @@ objects in it and uses that for large-scale particle collisions.
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process_material_properties
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.. rubric:: Advanced topics
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+ :heading-level: 2
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.. toctree::
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:maxdepth: 1
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