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- Particle and emitter logic is stored inside a dynamically loaded .Net assembly.
- Point, box, cylinder, sphere shape emitters (including hollow varients), plus custom shapes through .Net.
- Emitters can be moved, rotated, and scaled.
- Particles are depth-sorted and batched for efficient rendering (utilising texture atlases).
- Particles can be rendered using additive, subtractive, or alpha blending together in the same scene.
- Particles can be scaled, rotated, moved, and tinted. Any custom logic (velocity, turbulence, etc) can be implemented in the .Net assembly.
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