I’m the creator of CBE, a popular particle effects engine that’s been around for quite a while. Recently, though, I got an urge for some good ol’ particle coding. Good ol’ new particle coding, that is. CBE is pretty much complete, so there’s not much to do in the new stuff section of it: just bug fixes and upkeep. Thus, depressingly, I just had to do some random coding on swarm behaviors instead of real particles. Then it hit me: Who says I can’t make a new particle effects library? Then the answer hit me: Nobody. Then it hit me again: I could make a new particle effects library based on my experience with CBE. Then it hit me: That would be pretty awesome.
After I had recovered from my dizziness due to so many things hitting me, I started coding on a new particle effects engine. The end result is that, after a long time of coding the frame, followed by hundreds of tweaks and modifications, I came up with Prism. Prism is CBE’s alternate-universe cousin. It’s based on my experience with CBE - there are some things I’d change if I had to rewrite CBE, and some things I’d like to try in a different way. Prism is based on the fundamentals of CBE - parameter lists and an OOP approach - but is a completely separate entity with its own unique features. Give it a whirl and see what you think.
TL;DR: Hurrah, a new particle effects engine!
https://www.github.com/GymbylCoding/Prism
Some videos of Prism at work:
https://www.dropbox.com/s/mql98p4e0rfpw1p/particle1.mov?dl=0
https://www.dropbox.com/s/uca5md2fxcb09ly/particle2.mov?dl=0
https://www.dropbox.com/s/iry4c1r4e66exu7/particle3.mov?dl=0
- Caleb
P.S. Prism is mostly a side project, so I won’t be able to give a lot of tech support for it. Most things should be self-explanatory, though.