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Fork Particle Blog

Tuesday, October 23. 2012

Particle Effects Rendering: Adding Jitter to Particles

Posted by
Noor Khawaja
in Particle Effects
Particle jitter is a little nifty feature that comes in handy when you need to add sense of random motion to particles. Jitter motion is the jumpy but slight displacement in the particle’s position; however the original trajectory or the particle dynamics is not altered. So a good place to put in the particle jitter displacement is at rendering stage where this displacement value is not written back into the particle position. Here is (pseudo) code snippet to perform the jitter displacement:


pPos = pointer to copy of particle world position
VRight = right vector of the particle geometry quad
VUp = up vector of the particle geometry quad
fJitter = 1.0f; // Jitter distance
VECTOR3 JitterVector;
int nDirection = rand() % 4;
Vec3Set(&JitterVector, &((VECTOR3)(nDirection < 2 ? ((nDirection == 0) ? VRight : -VRight) : ((nDirection == 2) ? VUp : -VUp))));
Vec3Normalize(&JitterVector, &JitterVector);
Vec3Scale(&JitterVector, &JitterVector, fJitter);
Vec3Add((VECTOR3*)pPos, (VECTOR3*)pPos, &JitterVector);

Monday, October 22. 2012

Simulation Development Tools

Posted by
Cindy Smith
in Simulation Development
Fork Particle offers advanced simulation development tools which can help you create high quality simulations quickly and also with greater control. Our tools’ technology architecture is designed for high performance including multi-threading with tasking and multi-core processors support. Our products are powerful and feature rich and can take your simulation to the next level.

Fork Particle products and tools are field-tested for high end quality and reliability and can cater for small to large simulation applications. Our products enable high quality particle effects and ultimate graphics realism in simulations and can be used to create vast range of special effects. Have any specific simulation development need, contact us for a no-obligation expert opinion.

Monday, October 15. 2012

Create Breathtaking Digital Visual Effects with Fork Particle

Posted by
Cindy Smith
in Digital Visual Effects
Create breathtaking digital visual effects with Fork Particle, a reliable and advanced visual effects software which is well known to deliver quick results. Gaming industry giants like Trickstar Games, Firaxis Games, Electronics Arts and Microsoft are amongst notable users of our software and products. Fork Particle offers three products, Fork Particle Ultimate™, Fork Particle Complete™ and Fork Particle Casual™.

Well who can deny the importance of digital visual effects in today’s gaming industry, movies, TV, IT and many other fields. Especially in video gaming industry, top notch digital visual effects are extremely essential to make a game title successful. This is where Fork Particle Inc. comes in, making a quality and advanced product ‘Fork Particle’ of the same name as the company which lets you create great visual effects in no time. Have a question or any specific need regarding your video game or simulation; feel free to contact us for a no-obligation expert opinion.

Friday, October 12. 2012

Special Effects Software for 3D Video Games

Posted by
Cindy Smith
in Special Effects Software
Use Fork Particle’s special and visual effects software to create spectacular and high quality VFX and special effects in 3d video games, simulations and graphics software applications. Our products and tools can cater for small to large video games and simulations. Our products come with effects samples, tutorials, and help documentation. Also our technical support section is comprehensive where registered developers can login to have access to many great features.

Fork Particle aims to empower developers by streamlining their production pipeline for particle systems so that they can create high quality visual effects with reduced time and effort. Our efficient products and tools let you focus more on your creative energies while also enabling you to have greater control at the same time. Try Fork Particle now for 30 days free trial period and also receive free technical support.

Wednesday, October 10. 2012

Fork Particle’s Game Development Tools

Posted by
Cindy Smith
in Game Development Tool
Fork Particle offers reliable video game development tools which can be used in multi-platform video games and massive multi-player online games. Equip yourself with our efficient game development tools and feel the difference. Fork Particle’s products and tools streamline the effects production pipeline and enable developers to create real time visual effects to enhance graphics quality of their games.

Fork Particle’s tools and products will not only enable you to create next generation special effects really quickly but also enable you to have more control over the development phase. Our technology is mature and field tested as it has been integrated with many in-house and 3rd party game engines. Have any questions regarding our video game development tools or any specific needs, feel free to contact Fork Particle Inc.

Monday, October 8. 2012

Create Quality Video Games with Fork Particle Products

Posted by
Cindy Smith
in Video Game Development
Create quality and realistic video games graphics with specialized Fork Particle products. Our products and solutions are easy work with, extendable, fast and can cater for small to large video games and simulation applications. Fork Particle’s products are Fork Particle Ultimate™, Fork Particle Complete™ and Fork Particle Casual™. Our products are available for PC, XBOX 360, PlayStation®3, PlayStation® Vita, Linux, Mac, iOS (coming soon) iPad and iPhone.

Fork Particle offers real time particle engine and particle effects solution for video games. Our mature, reliable and field tested technology has been integrated with many in-house and 3rd party game engines. Our products come with effects samples, tutorials, and help documentation. Use Fork Particle for 30 days free trial period and also receive free technical support.

Wednesday, August 15. 2012

Visual Effects Software for High Quality and Realistic Graphics

Posted by
Cindy Smith
in Visual Effects Software
Use Fork Particle’s visual and special effects software to create high quality and realistic graphics for video games and simulations. Our VFX software enables spectacular advanced visual effects in 3d and can cater for small to large video games and simulation applications. Fork Particle is a cross platform solution. It easily integrates with in-house graphics engines as well any third party graphics middleware solutions.

Fork Particle’s tried and tested and reliable products will give you powerful authoring capability so you can focus on your creative energies. Our products and solutions are easy to work with, extendable, and fast. At Fork Particle, our team is made up of experienced professionals who ensure delivery of quality software development products and services to clients. Have any question about our particle system solution, feel free to contact Fork Particle.

Monday, August 6. 2012

Comprehensive Particle System Solution

Posted by
Cindy Smith
in Particle System
Fork Particle offers comprehensive particle system solution for all your video games and simulation development needs. Fork Particle Tool & SDK is a complete real time particle effects middleware including an advanced particle effects authoring tool, runtime particle engine SDK, and live update for in-game effects editing: Fork Particle Studio, Fork Runtime SDK, and Fork Live Tuner. Take your creativity and graphics realism to the next level with Fork Particle.

Fork Particle can easily be integrated with in-house and commercial game engines. Official integrations of Fork Particle are currently available for commercial game engines Gamebryo Lightspeed, Phyre Engine and Trinigy Vision. Our products and solutions are used in multi-platform video games, massive multi-player online games, virtual world social networks and visual simulation software products. In 30 days free trial, install and use fully featured evaluation version of Fork Particle in your environment and receive free technical support.

Friday, July 20. 2012

Cutting Edge Game Development Tools for Video Game Development Companies

Posted by
Noor Khawaja
in Game Development Tool
Fork Particle’s cutting edge game development tools and video game development software is used in comprehensive multi-platform video games and big multi-player online games. Our video game development software comes with rich feature-set to streamline effects production and efficient runtime performance to enable the highest quality particle effects. Take your creativity and graphics realism to the next level with Fork Particle’s products and solutions.

Our products are easy to integrate, flexible and have cross platform support. The design and architecture of the Fork Particle’s particle engine targets both PC and video game console platforms keeping performance a top priority. Want to know more about our products and solutions or have any custom need, feel free to contact us to get an expert opinion.

Thursday, July 12. 2012

Particle System Rendering: Using Triangle Strips

Posted by
Noor Khawaja
in Particle System
Particle effects geometry quads may be rendered with Point Sprites, Triangles, Quads, and Tri-Strips render primitive types. Each primitive type can be indexed or non-indexed. There is a benefit to using indexed primitives for particle geometry quads – the vertex index buffer needs to be filled only once provided the index buffer is not destroy or recreated.

The Tri-Strips primitive method requires that each quad is disjointed after every quad. So after every four vertices, a degenerate triangle is inserted between two quads. The degenerate triangle is automatically dropped during rendering. Here is some DirectX source code snippet to setup the indices:


// Fill indices (index buffer)
WORD* pIndices = NULL;
int nNumVerts, i;
m_pIBDxQuad->Lock (0, nIBSize, (void**)&pIndices, D3DLOCK_NOOVERWRITE);
nNumVerts = 0;
for (i = 0; i < MAX_PS_PARTICLES; i++) {
*pIndices++ = nNumVerts;
*pIndices++ = nNumVerts++;
*pIndices++ = nNumVerts++;
*pIndices++ = nNumVerts++;
*pIndices++ = nNumVerts++;
*pIndices++ = nNumVerts-1;
}
m_pIBDxQuad->Unlock();

Filling particle geometry quad vertex data is reduced to 4 vertices per quad. Assuming the particle vertex is setup with position, diffuse, and texture coordinates, here is code snippet for filling the vertex data for a single particle quad:

// Fill vertex data (vertex buffer)
pVertex->Pos = (D3DXVECTOR3) V0;
pVertex->Color = DxColor;
pVertex->UV.x = pTextCoord1->x;
pVertex->UV.y = pTextCoord1->y;
pVertex++;

pVertex->Pos = (D3DXVECTOR3) V1;
pVertex->Color = DxColor;
pVertex->UV.x = pTextCoord1->x;
pVertex->UV.y = pTextCoord2->y;
pVertex++;

pVertex->Pos = (D3DXVECTOR3) V2;
pVertex->Color = DxColor;
pVertex->UV.x = pTextCoord2->x;
pVertex->UV.y = pTextCoord1->y;
pVertex++;

pVertex->Pos = (D3DXVECTOR3) V3;
pVertex->Color = DxColor;
pVertex->UV.x = pTextCoord2->x;
pVertex->UV.y = pTextCoord2->y;
pVertex++;

m_nNumIndices += 6;
m_nNumVerts += 4;

Note that index count is incremented by 6. The indices 1 through 4 make the displayed particle quad and index 4, 5, and 6 make up the degenerate triangle which is not displayed.
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