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@neutrinoparticles/js-v1.1

v1.1.0

Published

Javascript runtime for NeutrinoParticles (JS export format v1.1)

Readme

@neutrinoparticles/js-v1.1

Core JavaScript runtime library for simulating NeutrinoParticles effects (format v1.1).

Installation

For most projects you should not install this package directly — install an integration package instead. It pulls this core library in as a dependency:

If you are writing a custom renderer:

npm install @neutrinoparticles/js-v1.1

Export Target in Editor

In the NeutrinoParticles Editor, set the export target to JavaScript v1.1.

After export you get a .js file (e.g. my_effect.js) containing the effect model.

What Is This Package?

This is the v1.1 simulation engine. It advances particle state on the CPU and packs the result into a data texture; the GPU reconstructs the particle geometry in a vertex shader. The exported .js effect file references types from this package.

Because geometry is reconstructed on the GPU, every v1.1 renderer requires a WebGL2 context (texelFetch / integer bit ops are GLSL ES 3.00 features). The integration packages surface this requirement in their own READMEs.

Emitter Properties

Effects can expose named properties (a colour, a rate, a direction) that the host sets at runtime. The effect instance carries the API; the integration packages forward it, so use those methods rather than touching the exported file:

effect.setPropertyInAllEmitters('MyColor', [1.0, 0.5, 0.2]);
effect.setPropertyInEmitter('Sparks', 'MyColor', [1.0, 0.5, 0.2]);

effect.getEmitterPropertyValue('Sparks', 'MyColor');  // [1.0, 0.5, 0.2]
effect.hasEmitterProperty('MyColor');                 // true
effect.getEmitterProperties();  // [{ emitterName, name, arity, value }]

A scalar property reads back as a number, a vector one as a number[], and an unknown emitter or property gives undefined. Values are read live from the simulation buffer.

Exported effects are minified. The internal names inside them are not an API — they shift between editor versions and differ between commercial and non-commercial exports. Only the methods above are stable.

v1.1 vs v1.0

v1.1 is a separate effect format with its own runtime and its own exporter target. It is not a drop-in upgrade of v1.0 — effects must be re-exported as JavaScript v1.1, and you must use a js-v1.1-* integration package. The v1.0 runtime (@neutrinoparticles/js-v1.0) is unaffected and stays supported.

Documentation

Full documentation at neutrinoparticles.com.

License

Copyright (c) Yurii Miroshnyk. All rights reserved.