I\'m using an ParticleSystem with PointSprites (inspired by the Cocos2D Source). But I wonder how to rebuild the functionality for OpenGL ES 2.0
I am a newbie here, so I apologize if my question seems weird. This is about my SPH simulator, which not be able to handle 开发者_运维知识库fluid-solid interaction yet. My simulator can simulate fluid
I have a cocos2 project I\'m working on and I\'m wondering if there is a way to adjust a variable in my particle system .plist file in real time. i.e. adjust the x gravity to correlate with the speed
Is it possible t开发者_运维百科o create a convincing sparks effect using a CAReplicatorLayer particle system with some randomness?
I\'m making a particle engine in Java, and right now I\'m using a subclass of java.awt.canvas. I\'m using canvas.getBufferStrategy().getDrawGraphics() and then, when I\'m done, using canvas.getBufferS
I am giving my first steps with cocos2d-iphone. I 开发者_Python百科am using: CCSpriteFrameCache *frameCache = [CCSpriteFrameCache sharedSpriteFrameCache];
This is the code I have been using in CCTouchesMoved for producing Particle Effects in the touching locations. But while using this FPS is dropping to 20 while touches is moving! I have tried lowering
I\'d like 开发者_高级运维to write/use particle effects in a uiview so I\'m thinking of writing a simple one using quartz. It\'d be strictly 2d. Am I shooting myself in the foot by not using gl, or are
I want to simulate fire using SPH particles. I understand the concept behind SPH but don\'t understand yet how to model the fire as a fluid.
I am currently writing a Particle System using XNA.What I\'d like to do is use an external file (XML for example) and be able to modify this file, whilst the application is running, and once saved, th