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DPSF Demo Video 2 of 2 (Dynamic Particle System Framework for XNA)

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Uploaded by on Feb 3, 2009

This is a demo video of the DPSF (Dynamic Particle System Framework) software that can be used to create custom particle systems (i.e. particle engines) in XNA quickly and easily. These are just a few of the particle systems that were created using it. You can download DPSF from http://www.xnaparticles.com to use it in your own XNA projects. The download also comes with the demo application shown here, so you can play around with these particle systems interactively yourself and look at the source code and see how they work (you will need to have at least visual studio 2008 and the XNA game studio 3.0 installed to do this).
Note: the screen capture software used reduced the frame rate shown in the video by 100-300fps.

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Uploader Comments (deadlydog)

  • are u using billboarded quads or point sprites? cuz i see rotations but my billboarded quads cant hit as high of a polycount as you =(

  • Almost all of the particle systems in the video use point sprites, but a few of them use billboarded quads (i.e. the effect at 2:00, 2:55). Also, the size of the particles can have a large impact on performance. Sometimes you may get better performance by using more smaller particles instead of fewer large ones.

  • wow. is there a way to use it in 2D?

  • Yup, it can be used in 2D. All of the effects in the video from time 3:32 - 5:50 are done in 2D and the mouse is used to move the emitter and magnets around.

    DPSF supports drawing particles as 2D sprites (using an XNA SpriteBatch), as well as 3D pixels, point sprites, and textured quads

  • Hey man i just downloaded DPSF and ive been lookin at the help but its kinda slow. You should make either a video tutorial or a text tutorial on your website, would be pretty awesome. Once i get the hang of this i cant wait to start implementing it in my games.

  • There are now tutorials up on the website :-)

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All Comments (9)

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  • yeah, attaching lights to the particles would be awesome. likely couldn't do it in real-time, but it would look sweet i'm sure :-)

  • I'm just using billboarded textures in these demos; I haven't implemented any post-processing effects yet, but it can easily be done.

  • Are you doing anything fancy for the graphical part of this or are you just using billboarded textures? Looks pretty good though. I'd be tempted to attach light objects to all those particles and destroy your frame rate.

  • Yeah, I plan on putting up a tutorial section on the website once I finish writing my Masters thesis. I've had this planned for a while now, just haven't had time to get to it yet. Thanks though :)

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