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<!--ATTENTION WIKI EDITORS: this will probably need more info in general. Mostly things like what people can do, the idea behind the name of Photon Dust, Frooxius talking about how it's like minecraft's system, frooxius talking about expandability, how the system can do effects inaccessible to Unity, and generally ideas and inspiration that get users excited to use such a system-->
<!--ATTENTION WIKI EDITORS: this will probably need more info in general. Mostly things like what people can do, the idea behind the name of Photon Dust, Frooxius talking about how it's like minecraft's system, frooxius talking about expandability, how the system can do effects inaccessible to Unity, and generally ideas and inspiration that get users excited to use such a system-->


'''PhotonDust''' is the particle system made for Resonite<ref>Message by Frooxius on Discord (requires account): https://discord.com/channels/1040316820650991766/1154514014563483759/1292978594683031613</ref> that replaced the Unity particle system. It is more modular and extensible than the original system<ref>Message by Frooxius on Discord (requires account): https://discord.com/channels/1040316820650991766/1154514014563483759/1293664350443274301</ref>.
'''PhotonDust''' is the particle system made for Resonite<ref>Message by Frooxius on Discord (requires account): https://discord.com/channels/1040316820650991766/1154514014563483759/1292978594683031613</ref> that is the Resonite equivalent of the Unity particle system. It is more modular and extensible than the original system<ref>Message by Frooxius on Discord (requires account): https://discord.com/channels/1040316820650991766/1154514014563483759/1293664350443274301</ref>


{{note|PhotonDust is now in the main game, but still being tested. See [https://github.com/Yellow-Dog-Man/Resonite-Issues/discussions/3259 the GitHub discussion thread] for more information.|information}}
= How to use it =
PhotonDust's modularity allows for making all sorts of effects. The particles have a life-cycle. Particles are "Born" from an emitter, "Live" or have lifetime, and then "Die".


The implementation of this system is currently tracked as issue [https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/587 587 on GitHub].
To get started, you can use a [[Dev Tool]]'s Create New menu to create a PhotonDust particle system.
 
= How to use it =
PhotonDust's modularity allows for making all sorts of effects. How the system works is there is a life cycle system like other particles. Particles are "Born" from an emitter, "Live" or have lifetime, and "Die"


To start, an environment is needed. To make this simple, use a [[Dev Tool]]'s create menu to create a PhotonDust or particle system.
This will create a PhotonDust system with a basic point emitter. A list of alternative emitters that can be used are under the [[:Category:Components:Rendering:Particle System:Emitters|Rendering/Particles/Emitters]] in the Attach Component menu. For any emitter added, they need the [[Component:ParticleSystem]] specified in their System field, which can be found in the root of the PhotonDust object we made. The emitter can have its values adjusted, such as Rate and Direction. More things can be controlled about the emission of particles by creating Initializer modules.  


This will create a PhotonDust system with a Particle emitter shooting particles like a portal. To modify this, the emitter can have its values adjusted, such as speed, rotation, and many other values for emitters. A list of alternative emitters that can be used are under the [[:Category:Components:Rendering:Particles:Emitters|Rendering/Particles/Emitters]] in the Attach Component menu. For any emitter added, they need the PhotonDust System specified in their system field, which will be the [[Component:ParticleSystem]] in the root of the PhotonDust object we made.
PhotonDust is made from modules, which can be read about more in the [[#Modular approach|Modular approach]] section. To make your Particles move with gravity, forces or turbulence; simply create the module component and insert it into the [[Component:ParticleSystem]]. This will instantly make the module affect particles in the specified system. Every module respects the disabled property, meaning disabling a module will disable its effect on the Particles.


PhotonDust is made from a [[#Modular approach|modules]], which can be read about more in the [[#Modular approach|Modular approach]] section. To make your Particles move with gravity, forces, and turbulence, simply add a module and insert the module into the [[Component:ParticleSystem]] that is PhotonDust. This will instantly make the module affect Particles in the specified system. Every module respects the disabled property, meaning disabling a module will disable its effect on the Particles.
Some modules depend on other modules, for example all of the AngularVelocity modules depend on the RotationSimulatorModule. Likewise anything that changes a particle's position will depend on the PositionSimulatorModule.


= How it works =
= How it works =
PhotonDust can be compared to Minecraft's robust Particle system. It is modular, fast, multithreaded, and allows for forces like Blender3D's and Minecraft's particles.
PhotonDust can be compared to Minecraft's robust particle system. It is modular, fast, multithreaded and allows for forces like Blender3D's and Minecraft's particles.


== Multithreading ==
== Multithreading ==
The PhotonDust system is multithreaded, meaning it will do calculations on separate CPU cores to distribute the load on the machine. This allows for a much greater number of particles running at once. This does however allow the system to utilize the entire CPU to simulate. So too many particles will pin the CPU to 100%. The system however will slow itself down if other processes by the game or other programs need CPU power. This causes the particles to become a slideshow without ruining framerate of the game or other games running.
The PhotonDust system is multithreaded and asynchronous, meaning it will do calculations on separate CPU cores to distribute the load on the machine. This allows for a much greater number of particles running at once. The particle system will visually become a slideshow in cases of high demand without ruining the overall framerate of the game.


== Modular approach ==
== Modular approach ==
Instead of condensing most of the options within a single monolithic component like before, most options are broken up in modules.
Unlike Unity's massive particle system component, the options for Photon Dust are broken up into modules which are separate components.


Several modules are already implemented, and more will be implemented in the future. Current ones include but not limited to:
Several modules are already implemented, and more will be implemented in the future. Current ones include but not limited to:


* Ribbons - particles will have ribbons connecting them to each other.
* Ribbons - particles will have lines connecting them to each other.
* Trails - particles will have strips of color or patterns that follow behind them.
* Trails - particles will have strips of color or patterns that follow behind them as they move.
* SimplexTurbulentForce - particles will move through the air as if hitting turbulent air (using simplex noise).
* SimplexTurbulentForce - particles will move through the air as if hitting turbulent air (using simplex noise).
* RadialForce - Particles will be repelled or attracted to a point.
* RadialForce - particles will be repelled or attracted to a point.
* GravityForce - particles can have gravity.
* GravityForce - particles can have gravity.


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= See Also =
= See Also =
* [[:Category:Components:Rendering:Particles:Emitters|Photon Dust Emitters]]
* [[:Category:Components:Rendering:Particle System:Emitters|Photon Dust Emitters]]
* [[Component:ParticleSystem]]
* [[Component:ParticleSystem]]
* [[:Category:Components:Rendering:Particles:Renderers|Photon Dust Rendering Styles]]
* [[:Category:Components:Rendering:Particle System:Renderers|Photon Dust Rendering Styles]]

Revision as of 21:58, 17 February 2025

This article or section is a Stub. You can help the Resonite Wiki by expanding it.

PhotonDust is the particle system made for Resonite[1] that is the Resonite equivalent of the Unity particle system. It is more modular and extensible than the original system[2]

How to use it

PhotonDust's modularity allows for making all sorts of effects. The particles have a life-cycle. Particles are "Born" from an emitter, "Live" or have lifetime, and then "Die".

To get started, you can use a Dev Tool's Create New menu to create a PhotonDust particle system.

This will create a PhotonDust system with a basic point emitter. A list of alternative emitters that can be used are under the Rendering/Particles/Emitters in the Attach Component menu. For any emitter added, they need the Component:ParticleSystem specified in their System field, which can be found in the root of the PhotonDust object we made. The emitter can have its values adjusted, such as Rate and Direction. More things can be controlled about the emission of particles by creating Initializer modules.

PhotonDust is made from modules, which can be read about more in the Modular approach section. To make your Particles move with gravity, forces or turbulence; simply create the module component and insert it into the Component:ParticleSystem. This will instantly make the module affect particles in the specified system. Every module respects the disabled property, meaning disabling a module will disable its effect on the Particles.

Some modules depend on other modules, for example all of the AngularVelocity modules depend on the RotationSimulatorModule. Likewise anything that changes a particle's position will depend on the PositionSimulatorModule.

How it works

PhotonDust can be compared to Minecraft's robust particle system. It is modular, fast, multithreaded and allows for forces like Blender3D's and Minecraft's particles.

Multithreading

The PhotonDust system is multithreaded and asynchronous, meaning it will do calculations on separate CPU cores to distribute the load on the machine. This allows for a much greater number of particles running at once. The particle system will visually become a slideshow in cases of high demand without ruining the overall framerate of the game.

Modular approach

Unlike Unity's massive particle system component, the options for Photon Dust are broken up into modules which are separate components.

Several modules are already implemented, and more will be implemented in the future. Current ones include but not limited to:

  • Ribbons - particles will have lines connecting them to each other.
  • Trails - particles will have strips of color or patterns that follow behind them as they move.
  • SimplexTurbulentForce - particles will move through the air as if hitting turbulent air (using simplex noise).
  • RadialForce - particles will be repelled or attracted to a point.
  • GravityForce - particles can have gravity.

And many more! A list of modules and their effects the game uses can be found under the component category Rendering/Particle System/Modules.

Differences from the legacy system

PhotonDust has several notable differences from the old legacy particle system that existed before. It is modular, fast, multithreaded, and doesn't fall to the same emit and forget systems of Unity. It also is a clean component, without a monolithicly large component from older days when Unity was the underlying simulator of such systems.

References

See Also