Particle System
Overview
CPU-based particle simulation with GPU point-sprite rendering. Each emitter manages a pool of particles with configurable emission rate, lifetime, color gradients, and gravity.
Adding Particles in the Editor
- Select an entity in the Scene Hierarchy (or create a new one)
- In the Inspector, click Add Component > ParticleEmitter
- Configure emission properties in the Inspector
ParticleEmitter Properties
Rendering
- Uses GL_POINTS with
gl_PointSizefor billboarding - Circular point sprites with smooth alpha falloff
- Additive-style blending (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
- Depth write disabled during particle rendering
Integration Notes
- Particles are updated CPU-side and uploaded each frame via dynamic VBO
- Color and size interpolate linearly over particle lifetime
- Velocity has a slight upward bias for natural-looking emission