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@scenoco-three/particles

v0.6.0

Published

Particle systems / VFX for SceNoCo: a Unity-style <ParticleSystem> component playing .particle.xml effects, batched by three.quarks

Readme

@scenoco-three/particles

Particle systems for SceNoCo, on three.quarks, in Unity Shuriken's module shape.

npm i @scenoco-three/particles

An effect is an asset, like a geometry or a material: one file, referenced by however many emitters want it.

<!-- assets/vfx/fire.particle.xml -->
<ParticleSystem duration="3" startLifetime="1.6" startSpeed="4.5" startColor="#ffdd66">
  <Emission rateOverTime="90"><Burst time="0" count="10" /></Emission>
  <Shape type="Cone" radius="0.35" angle="14" />
  <ColorOverLifetime colors="[#ffee88, #ff6622, #661100]" />
  <SizeOverLifetime curve="[0.4, 1, 0.2]" />
</ParticleSystem>
<!-- and in a scene -->
<Group position="y: 1.2">
  <Components>
    <ParticleSystem effect="../vfx/fire.particle.xml" />
  </Components>
</Group>

What's in it

| | | | --- | --- | | ParticleSystem | The component that plays one effect. Referenced by effect="…", controlled from code like any component. | | ParticleRenderer | The scene system that batches and steps them all. Registers itself. |

Modules mirror Unity's, and this is all of them: <Emission>, <Burst>, <Shape>, <Renderer>, <Noise>, <ColorOverLifetime>, <SizeOverLifetime>, <RotationOverLifetime>.

There is no second way to spell an effect. No inline form on the component, no separate parser, no schema file: the compiler reads ParticleConfig's own TypeScript declaration to decide what a document may say, so an attribute exists because a field does.

License

MIT · Repository