Introduction to Particle Systems
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00:00:24Recap
00:00:24Recap
00:00:24Recap
00:00:49Three possible subjects for today's stream
00:00:49Three possible subjects for today's stream
00:00:49Three possible subjects for today's stream
00:04:43Let's do particle systems!
00:04:43Let's do particle systems!
00:04:43Let's do particle systems!
00:06:25Introduction to particle systems (blackboard)
00:06:25Introduction to particle systems (blackboard)
00:06:25Introduction to particle systems (blackboard)
00:09:27Particle systems are used to represent objects with no specific shape
00:09:27Particle systems are used to represent objects with no specific shape
00:09:27Particle systems are used to represent objects with no specific shape
00:11:55Emitters and particle behavior
00:11:55Emitters and particle behavior
00:11:55Emitters and particle behavior
00:13:55On the shape of particles
00:13:55On the shape of particles
00:13:55On the shape of particles
00:14:39Overview of simple particle system implementation
00:14:39Overview of simple particle system implementation
00:14:39Overview of simple particle system implementation
00:16:59The particle struct
00:16:59The particle struct
00:16:59The particle struct
00:19:20Writing the particle system test loop
00:19:20Writing the particle system test loop
00:19:20Writing the particle system test loop
00:20:10Rendering and then simulating VS simulating and then rendering
00:20:10Rendering and then simulating VS simulating and then rendering
00:20:10Rendering and then simulating VS simulating and then rendering
00:22:12Rendering particles
00:22:12Rendering particles
00:22:12Rendering particles
00:25:04Simulating particles
00:25:04Simulating particles
00:25:04Simulating particles
00:26:02Particle placement
00:26:02Particle placement
00:26:02Particle placement
00:28:59Inspecting the simulation and drawing of the particle system
00:28:59Inspecting the simulation and drawing of the particle system
00:28:59Inspecting the simulation and drawing of the particle system
00:29:28Drawing particles using the shadow asset
00:29:28Drawing particles using the shadow asset
00:29:28Drawing particles using the shadow asset
00:32:56The hero is now the emitter
00:32:56The hero is now the emitter
00:32:56The hero is now the emitter
00:38:58Changing colors
00:38:58Changing colors
00:38:58Changing colors
00:43:54Introducing randomness into the velocities of particles
00:43:54Introducing randomness into the velocities of particles
00:43:54Introducing randomness into the velocities of particles
00:44:20Using a new random series just for effects
00:44:20Using a new random series just for effects
00:44:20Using a new random series just for effects
00:47:05Tweaking the velocities
00:47:05Tweaking the velocities
00:47:05Tweaking the velocities
00:49:23Fun selecting different sprites
00:49:23Fun selecting different sprites
00:49:23Fun selecting different sprites
00:50:12Color randomization
00:50:12Color randomization
00:50:12Color randomization
00:53:53A more explicit way of ramping colors up and down
00:53:53A more explicit way of ramping colors up and down
00:53:53A more explicit way of ramping colors up and down
01:00:59Q&A
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01:00:59Q&A
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01:00:59Q&A
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01:01:34naysayer88 For a while I have felt that interpolating particles in RGB leads to results that are dull and muddy. I have been wanting to try YCrCb or maybe even LAB sometime. I guess you can compensate via splines through RGB but I think you'd be doing a lot of tweaky work all the time to get better results (even though YCrCb is just a linear transformation, I think there's a substantial amount of skew.)
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01:01:34naysayer88 For a while I have felt that interpolating particles in RGB leads to results that are dull and muddy. I have been wanting to try YCrCb or maybe even LAB sometime. I guess you can compensate via splines through RGB but I think you'd be doing a lot of tweaky work all the time to get better results (even though YCrCb is just a linear transformation, I think there's a substantial amount of skew.)
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01:01:34naysayer88 For a while I have felt that interpolating particles in RGB leads to results that are dull and muddy. I have been wanting to try YCrCb or maybe even LAB sometime. I guess you can compensate via splines through RGB but I think you'd be doing a lot of tweaky work all the time to get better results (even though YCrCb is just a linear transformation, I think there's a substantial amount of skew.)
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01:03:09rohit_n Will particle pre-warming be supported?
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01:03:09rohit_n Will particle pre-warming be supported?
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01:03:09rohit_n Will particle pre-warming be supported?
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01:04:23effect0r When you were messing with the z direction, it seems kind of like a puddle on the ground
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01:04:23effect0r When you were messing with the z direction, it seems kind of like a puddle on the ground
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01:04:23effect0r When you were messing with the z direction, it seems kind of like a puddle on the ground
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01:04:35garryjohanson Ever messed with using some kind of a stateless system of doing this? Like one function parameterized by another function?
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01:04:35garryjohanson Ever messed with using some kind of a stateless system of doing this? Like one function parameterized by another function?
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01:04:35garryjohanson Ever messed with using some kind of a stateless system of doing this? Like one function parameterized by another function?
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01:05:05noxy_key Is rain a particle system?
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01:05:05noxy_key Is rain a particle system?
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01:05:05noxy_key Is rain a particle system?
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01:05:13jameswidman I wonder if head particles like this could be used in the game... for example as an effect of magic related to disguises. Like, when you dissolve the disguise of the Superfish
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01:05:13jameswidman I wonder if head particles like this could be used in the game... for example as an effect of magic related to disguises. Like, when you dissolve the disguise of the Superfish
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01:05:13jameswidman I wonder if head particles like this could be used in the game... for example as an effect of magic related to disguises. Like, when you dissolve the disguise of the Superfish
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01:05:32naysayer88 Witness is RGB and probably too late to change, but we don't rely on wowee particles much
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01:05:32naysayer88 Witness is RGB and probably too late to change, but we don't rely on wowee particles much
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01:05:32naysayer88 Witness is RGB and probably too late to change, but we don't rely on wowee particles much
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01:06:29thesizik Z still points towards the screen
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01:06:29thesizik Z still points towards the screen
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01:06:29thesizik Z still points towards the screen
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01:07:02kknewkles Does anyone ever use layers? Or just Z-sorting?
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01:07:02kknewkles Does anyone ever use layers? Or just Z-sorting?
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01:07:02kknewkles Does anyone ever use layers? Or just Z-sorting?
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01:07:18smellyapples1 At what time does Handmade Hero stream? I saw this on the front page and it seems interesting
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01:07:18smellyapples1 At what time does Handmade Hero stream? I saw this on the front page and it seems interesting
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01:07:18smellyapples1 At what time does Handmade Hero stream? I saw this on the front page and it seems interesting
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01:07:57naysayer88 Maybe for the Galaga game I will switch to HSV...
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01:07:57naysayer88 Maybe for the Galaga game I will switch to HSV...
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01:07:57naysayer88 Maybe for the Galaga game I will switch to HSV...
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01:08:30devilinar Will these videos help someone learn C and C++ who has absolutely no experience?
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01:08:30devilinar Will these videos help someone learn C and C++ who has absolutely no experience?
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01:08:30devilinar Will these videos help someone learn C and C++ who has absolutely no experience?
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01:10:36hitmanatee Have you, or will you explain how shaders work?
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01:10:36hitmanatee Have you, or will you explain how shaders work?
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01:10:36hitmanatee Have you, or will you explain how shaders work?
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01:11:04ingenero Will these particles be able to react to things like impacts?
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01:11:04ingenero Will these particles be able to react to things like impacts?
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01:11:04ingenero Will these particles be able to react to things like impacts?
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01:11:44kknewkles How many particles at the moment?
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01:11:44kknewkles How many particles at the moment?
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01:11:44kknewkles How many particles at the moment?
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01:11:58kknewkles How many particles till we see a noticeable slowdown?
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01:11:58kknewkles How many particles till we see a noticeable slowdown?
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01:11:58kknewkles How many particles till we see a noticeable slowdown?
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01:14:00shreddersherlock Are you using Emacs outside of Visual Studio or inside of it?
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01:14:00shreddersherlock Are you using Emacs outside of Visual Studio or inside of it?
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01:14:00shreddersherlock Are you using Emacs outside of Visual Studio or inside of it?
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01:14:10an0nymal When do you plan on implementing a way to adjust the position of the individual particles when the entities move?
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01:14:10an0nymal When do you plan on implementing a way to adjust the position of the individual particles when the entities move?
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01:14:10an0nymal When do you plan on implementing a way to adjust the position of the individual particles when the entities move?
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01:15:02cortexoverride What made you pick C++ over C#?
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01:15:02cortexoverride What made you pick C++ over C#?
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01:15:02cortexoverride What made you pick C++ over C#?
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01:15:55breadthofhair What parameters will you tweak with curves? Scale, position, color, rotation, external forces, etc. Will the curves depend on time only?
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01:15:55breadthofhair What parameters will you tweak with curves? Scale, position, color, rotation, external forces, etc. Will the curves depend on time only?
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01:15:55breadthofhair What parameters will you tweak with curves? Scale, position, color, rotation, external forces, etc. Will the curves depend on time only?
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01:17:16mruno_bars How many times have you said "right" in this broadcast?
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01:17:16mruno_bars How many times have you said "right" in this broadcast?
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01:17:16mruno_bars How many times have you said "right" in this broadcast?
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01:17:50kknewkles Is your .emacs config open source?
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01:17:50kknewkles Is your .emacs config open source?
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01:17:50kknewkles Is your .emacs config open source?
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01:18:05childz Can you explain what procedural level generation is? Are there other types of generation, and if so what are the differences?
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01:18:05childz Can you explain what procedural level generation is? Are there other types of generation, and if so what are the differences?
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01:18:05childz Can you explain what procedural level generation is? Are there other types of generation, and if so what are the differences?
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01:18:54garryjohanson What do you think about using Unity as a platform layer and using all your own logic?
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01:18:54garryjohanson What do you think about using Unity as a platform layer and using all your own logic?
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01:18:54garryjohanson What do you think about using Unity as a platform layer and using all your own logic?
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01:19:57kknewkles Why do you pronounce "nightmare" as "night mirror"?
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01:19:57kknewkles Why do you pronounce "nightmare" as "night mirror"?
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01:19:57kknewkles Why do you pronounce "nightmare" as "night mirror"?
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01:20:07caiustsm Do you have someone making the game assets for you or are they self made?
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01:20:07caiustsm Do you have someone making the game assets for you or are they self made?
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01:20:07caiustsm Do you have someone making the game assets for you or are they self made?
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01:20:17hitmanatee Will you be making development tools for Handmade hero, like a map editor?
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01:20:17hitmanatee Will you be making development tools for Handmade hero, like a map editor?
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01:20:17hitmanatee Will you be making development tools for Handmade hero, like a map editor?
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01:20:33kknewkles (Referring to Q at 1:17:50) I mean is your config *public domain*? Can I give it to someone who'd like to get started with Emacs? I myself preordered ages ago, best 15$ expenditure of my life. NO CONTEST. <3
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01:20:33kknewkles (Referring to Q at 1:17:50) I mean is your config *public domain*? Can I give it to someone who'd like to get started with Emacs? I myself preordered ages ago, best 15$ expenditure of my life. NO CONTEST. <3
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01:20:33kknewkles (Referring to Q at 1:17:50) I mean is your config *public domain*? Can I give it to someone who'd like to get started with Emacs? I myself preordered ages ago, best 15$ expenditure of my life. NO CONTEST. <3
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01:20:56garryjohanson (Referring to Q at 1:18:54) You can use DLLs. I have done this!! Much using rust, fyi
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01:20:56garryjohanson (Referring to Q at 1:18:54) You can use DLLs. I have done this!! Much using rust, fyi
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01:20:56garryjohanson (Referring to Q at 1:18:54) You can use DLLs. I have done this!! Much using rust, fyi
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01:21:55kknewkles You went from two-k on my name to zero-k. A single one would be appreciated ;D
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01:21:55kknewkles You went from two-k on my name to zero-k. A single one would be appreciated ;D
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01:21:55kknewkles You went from two-k on my name to zero-k. A single one would be appreciated ;D
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01:22:32henco7 I mean the particular flow or direction is now from bottom up. Feels like its not hard to do left to right for example
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01:22:32henco7 I mean the particular flow or direction is now from bottom up. Feels like its not hard to do left to right for example
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01:22:32henco7 I mean the particular flow or direction is now from bottom up. Feels like its not hard to do left to right for example
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01:24:02d7samurai I think it's like GNOOKLES, but with a K sound instead of G
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01:24:02d7samurai I think it's like GNOOKLES, but with a K sound instead of G
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01:24:02d7samurai I think it's like GNOOKLES, but with a K sound instead of G
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