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A Real-Time Programmable Particle System Engine
Andrea Pessino

A huge array of special effects, from snow to explosions to pure eye candy, is modeled procedurally in today's games using particle systems. The idea is to define a set of rules for how particles are emitted, how they evolve, etc. and then let the system run on its own, as opposed to having an artist model each particle individually. The problem is that procedurally evolving systems can consume large amounts of CPU power, so particle systems tend to be coded as efficiently as possible. This greatly reduces the flexibility of the system, meaning that only a small number of fairly primitive parameters are available to the animator. When more sophisticated behaviors are desired generally a programmer will code the system ad hoc. In many games developing custom particle systems becomes a serious bottleneck. We have designed and developed an interesting particle system technology which is designed to be flexible enough to allow an amazing amount of customization without the need of any coding at all, while still being efficient enough to be used in production material. Additionally, we have created a tool which allows comprehensive, real-time, hands on authoring of procedural systems, enabling even moderately technical artists to create particle system "presets" which can then be attached to game entities or events and triggered as needed.

10th Annual Reflections | Projections Computing Conference • October 22 – 24, 2004 • Contact