Particle Systems

February 22nd, 2010 Leave a comment Go to comments

Summary:

I will be exploring more advanced particle systems in order to simulate smoke. There will be simple descriptive language in XML to specify different attributes for the particle systems lifetimes, patterns, and other attributes.

Status:

Working “billboard” phong shader in HLSL. There are issues with billboarding and shading, pending more time I’ll implement my own billboarding system.

Technologies

Microsoft XNA 3.0, C#, XML

Platform:

Windows XP

Schedule:

Phase 1: (Week 7-8)

1.       Basic XML descriptive language to define attributes for a particle system.

2.       Create a shader to adjust the lighting of a sprite based on a normal map. With this shader I will be able to make a flat image appear 3d. Operations will be on the pixel level, rather than the vertex.

3.       Create a simple particle system and integrate the shader and XML. The particle system will initially run on the CPU for most of the processing.

Phase 2: (Week 9)

1.       Create an algorithm to sort particles based on 3d space from front to back for correct alpha blending. I need to do more research, but it’s a technique used here: http://www.gamasutra.com/view/feature/2122/building_a_millionparticle_system.php?page=3

2.       Integrate splines or other curves to create paths to move along. There is an XNA tool called Curve Editor, which may be useful. http://creators.xna.com/en-GB/utilities/curveeditor

3.       Refine the XML descriptive language for additional particle systems.

Phase 3: (Week 10)

1.       Transfer the particle system to the GPU and compare to the CPU implementation.

  1. No comments yet.
  1. No trackbacks yet.