Ambient Particle Systems

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giantofbabil
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Joined: Tue Dec 15, 2015 6:07 pm

Ambient Particle Systems

Post by giantofbabil »

I've been wondering for awhile how to implement an ambient particle system, and it's something I've never seen a tutorial for.

Some games have little glowing orbs just floating up and side to side slowly on some levels. I'd imagine weather like snow, rain, or sandstorms could also be implemented with particles.

Does anyone know of any tutorials or examples of this kind of system?

Code: Select all

if enemy == lowerClassSaiyan and powerLevel > 9000 then
    love.graphics.print("What?! 9000?! There's no way that could be right!", 10, 200)
else
    love.graphics.print("You fool!", 10, 200)
end
pedrosgali
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Posts: 107
Joined: Wed Oct 15, 2014 5:00 pm
Location: Yorkshire, England

Re: Ambient Particle Systems

Post by pedrosgali »

There are a few libraries on the forums but I think it's best to write the first one yourself so you know. I learned a lot from http://natureofcode.com/ the first few chapters will show you how to set up a particle system.

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if not wearTheseGlasses() then
  chewing_on_trashcan = true
end
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s-ol
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Re: Ambient Particle Systems

Post by s-ol »

pedrosgali wrote:There are a few libraries on the forums but I think it's best to write the first one yourself so you know. I learned a lot from http://natureofcode.com/ the first few chapters will show you how to set up a particle system.
There's not only libraries, löve includes particle systems in the core library

s-ol.nu /blog  -  p.s-ol.be /st8.lua  -  g.s-ol.be /gtglg /curcur

Code: Select all

print( type(love) )
if false then
  baby:hurt(me)
end
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