Cross-Platform Game Programming with gameplay3d/Particles

Overview
The  class defines all the information needed to simulate and render a system of particles. Particle emitters can be used to represent a multitude of visual effects, such as smoke, steam, fire and explosions; and other atmospheric effects, such as rain and lightning. Once created, the emitter can be set on a  in order to follow an object, or it can be placed within a scene.

Creating a particle emitter
Use the  method to create a particle emitter.

There are 3 overloads of this function, but the one which you are likely to use most commonly is the overload for creating a particle emitter from a .particle file, which has the following function signature:

If you want to create a particle emitter programmatically, you can use the following overload, which creates an uninitialized. The new particle emitter can then be configured using member functions in the class.

.particle files
The following is a commented example of a .particle file created with the "sample-particles" example project, which is a useful particle editor packaged with gameplay3d.

Given the number of fields which need completing in a .particle file, and because it is helpful to see a visual representation of the particle emitter while you are editing it, the "sample-particles" project is probably the easiest way to get started creating and configuring particle emitters.