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About This File

Particle effect for explosion or blood hit with another material (and higher turbulence like 10000 and end radius around 0.8).

ParticleEffect component removes (technically temporally keeps) a particle emitter before second particle burst happens.

Code example, included to archive:

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

int main(int argc, const char* argv[]) {
    RegisterComponents();
    auto displays = GetDisplays();
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
    auto world = CreateWorld();
    auto framebuffer = CreateFramebuffer(window);
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetPosition(0, 5, -4);
    camera->SetRotation(50, 0, 0);
    auto light = CreateBoxLight(world);
    light->SetRange(-10, 10);
    light->SetArea(15, 15);
    light->SetRotation(45, 35, 0);
    light->SetColor(2);
    auto ground = CreateBox(world, 10, 1, 10);
    ground->SetPosition(0, -0.5, 0);
    ground->SetColor(0, 1, 0);

    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) {
        if (window->KeyHit(KEY_SPACE)) {
            auto particle = LoadPrefab(world, "Prefabs//Explosion.pfb");
            particle->SetPosition(0, 2, -2);
            for (auto const& component : particle->components) {
                component->Start();
            }
        }

        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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