@@ -8,8 +8,7 @@ Particle systems (3D)
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This section of the tutorial covers (3D) GPU-accelerated particle systems. Most of the things
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discussed here apply to CPU particles as well.
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- Introduction
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- ------------
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+ .. rubric :: Introduction
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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
@@ -22,8 +21,7 @@ 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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- Particles
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- ~~~~~~~~~
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+ .. rubric :: Particles
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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
@@ -32,16 +30,14 @@ single system. You can randomize a particle's size, its speed and movement direc
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color over the course of its lifetime. When you think of a fire, you can think of all the little
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embers flying away from it as individual particles.
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- Emitters
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- ~~~~~~~~
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+ .. rubric :: Emitters
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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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a room like dust or shoot away from a single point like a fountain. Going back to the fire example,
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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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- Node overview
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- ~~~~~~~~~~~~~
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+ .. rubric :: Node overview
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.. figure :: img/particle_nodes.webp
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:alt: A list of nodes related to 3D particles
@@ -75,8 +71,7 @@ colliders by hand. If you want particles to collide with large outdoor scenes, y
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objects in it and uses that for large-scale particle collisions.
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- Basic usage
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- -----------
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+ .. rubric :: Basic usage
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.. toctree ::
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:maxdepth: 1
@@ -86,8 +81,7 @@ Basic usage
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properties
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process_material_properties
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- Advanced topics
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- ---------------
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+ .. rubric :: Advanced topics
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.. toctree ::
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:maxdepth: 1
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