documentation.HELP! Xtreme3D Documentation

Particle System

Xtreme3D

previous page next page

Particle System

Particle System | The particle system
Animation System, consisting of a large number of very small objects whose behavior is defined mathematically. The particle system usually consists of �������� (which may be point, surface or volume, and can emit particles or sent in all directions) and a number of areas that define the behavior of the particles (attractors, the deflectors, and changers ����������). Each particle has the ultimate life expectancy, and can have their attributes (color, radius, transparency), which change during this lifetime. The particles are usually used for the simulation of fire, smoke and other effects.
previous page start next page

Menu

  • Homepage

Table of contents

  • About Xtreme3D
  • Version history
  • API changes
  • Developers
  • Articles
    • OpenGL
  • Tutorials
    • 1. Xtreme3D basics
    • 2. Creation of a simple scene
    • 3. Object hierarchy
    • 4. First person camera
    • 5. Material library
    • 6. Primitives
    • 7. Loading 3D model from file
    • 8. Vertex animation
    • 9. Skeletal animation
    • 10. Third person camera
    • 11. Collision detection
    • 12. 2D graphics
    • 13. Real time shadows
    • 14. Creating a skydome
    • 15. Creating a terrain
    • 16. Creating a water plane
    • 17. Particles
    • 18. Shaders
    • 19. GLSL
  • Functions
    • List of functions
    • List of functions (A-Z)
    • List of constants
    • Engine
    • Viewer
    • Dummycube
    • Camera
    • Light
    • Font & Text
    • Sprite
    • HUDShape
    • Primitives
    • Actor
    • Freeform
    • Terrain
    • Object
    • Polygon
    • Material
    • Shaders
    • ThorFX
    • FireFX
    • Lensflare
    • Skydome
    • Water
    • Blur
    • Skybox
    • Lines
    • Tree
    • Trail
    • Shadowplane
    • Shadowvolume
    • Mirror
    • Navigator
    • Movement
    • DCE
    • FPS
    • Partition
    • Proxy
    • Grid
    • ClipPlane
    • MemoryViewer
    • FBO
    • ShadowMap
    • ODE
    • Mouse
    • ObjectHash
    • Text
    • Color
    • Input
    • Window
  • FAQ
  • Glossary
    • Introduction
    • AABB
    • Alpha
    • Anti-aliasing
    • API
    • Axis
    • Back Buffer
    • Backface Culling
    • Ball Joint
    • Bezier Splines
    • Bilinear Filtering
    • Billboard
    • Bitmap
    • Blending
    • Buffer
    • Bump Mapping
    • CAD
    • Camera
    • Cartesian Coordinates
    • Cel Shader
    • CFM
    • Channel
    • Child
    • Chroma Keying
    • Collision Detection
    • Color
    • Color Model
    • Compositing
    • Computer Graphics
    • Convex
    • CV
    • DDS
    • DirectX
    • Displacement Mapping
    • Dithering
    • DLL
    • Double Buffering
    • DXT
    • Engine
    • Environment Mapping
    • ERP
    • Fillrate
    • Focal Length
    • Fog
    • Forward Kinematics
    • FOV
    • FPS
    • Frame buffer
    • Framework
    • Front Buffer
    • Frustum Culling
    • Geometry
    • Global Coordinates
    • GLScene
    • GPU
    • HDR
    • Hidden Surface Removal
    • Hierarchy
    • HUD
    • Interpolation
    • Inverse Kinematics
    • Keyframing
    • Lensflare
    • Light Source
    • Lightmap
    • Line Buffer
    • LOD
    • Low-Poly Modelling
    • Map
    • Material
    • Matrix
    • Mesh
    • Metaball Modelling
    • Mipmapping
    • Model
    • Motion Blur
    • Motion Capture
    • Multitexturing
    • Normal
    • Normal Map
    • NURBS
    • OBB
    • Object
    • Occlusion
    • Octree
    • ODE
    • OpenGL
    • Parallax Mapping
    • Particle System
    • Physics Engine
    • Pipeline
    • Pixel
    • Polygon
    • Post Processing
    • Primitive
    • Procedural Texture
    • Projection
    • Projection Matrix
    • Quad
    • Quadtree
    • Ragdoll
    • Rasterization
    • Raycasting
    • Ray Tracing
    • Real-Time
    • Reflection Mapping
    • Rendering
    • Resolution
    • RGB
    • ROAM
    • Scene
    • Seamless
    • Shader
    • Shading Components
    • Shading Model
    • Shadow Map
    • Shadow Plane
    • Shadow Volume
    • Skeletal Animation
    • Snapping
    • Sprite
    • Teapot
    • Tesselation
    • Texel
    • Texture
    • Texture Filtering
    • Technique
    • Tiling
    • Transformation
    • Tree
    • Triangle Strip/Fan
    • Triangulation
    • Tweening
    • UV Coordinates
    • Vector
    • Vertex
    • Vertex Animation
    • Voxel
    • VSync
    • Weighting
    • Wireframe
    • Z-Buffer
    • Z-Buffering
    • Z-Sorting
  • License agreements
    • Xtreme3D
    • ODE
    • FreeType
  • Links

Get in touch

Submit feedback about this site to:

  • [email protected]

© documentation.help. Design: rehmann.co.