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Particle system #30

@robinwils

Description

@robinwils

Description

Implement a particle system for visual effects: tower attacks, creep deaths, explosions, ambient effects. CPU-driven particles rendered as instanced textured quads with billboarding. No particle or VFX infrastructure currently exists, but instancing infrastructure is available. Needs Particle and ParticleEmitter components, a ParticleSystem (FrameSystem), additive/alpha blended material, and a particle pool to avoid allocation spikes.

Steps

  • Design Particle (position, velocity, lifetime, scale, color) and ParticleEmitter (spawn rate, velocity distribution, texture) components
  • Implement ParticleSystem (FrameSystem): update positions, age particles, remove dead, pre-allocate pool
  • Create ParticleMaterial with additive blending and billboard quad shader
  • Integrate with game events: tower fires projectile, creep dies, tower built
  • Source or create 2-3 particle textures (spark, smoke, glow)

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    renderingGraphics and visual improvementsvfxParticle systems and visual effects

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