Desirable Elements for a Particle System Interface
Particle systems have many applications, with the most popular being to produce special effects in video games and films. To permit particle systems to be created quickly and easily, Particle System Interfaces (PSIs) have been developed. A PSI is a piece of software designed to perform common tasks...
Saved in:
| Main Authors: | , |
|---|---|
| Format: | Article |
| Language: | English |
| Published: |
Wiley
2014-01-01
|
| Series: | International Journal of Computer Games Technology |
| Online Access: | http://dx.doi.org/10.1155/2014/623809 |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
| _version_ | 1849308301747027968 |
|---|---|
| author | Daniel Schroeder Howard J. Hamilton |
| author_facet | Daniel Schroeder Howard J. Hamilton |
| author_sort | Daniel Schroeder |
| collection | DOAJ |
| description | Particle systems have many applications, with the most popular being to produce special effects in video games and films. To permit particle systems to be created quickly and easily, Particle System Interfaces (PSIs) have been developed. A PSI is a piece of software designed to perform common tasks related to particle systems for clients, while providing them with a set of parameters whose values can be adjusted to create different particle systems. Most PSIs are inflexible, and when clients require functionality that is not supported by the PSI they are using, they are forced to either find another PSI that meets their requirements or, more commonly, create their own particle system or PSI from scratch. This paper presents three original contributions. First, it identifies 18 features that a PSI should provide in order to be capable of creating diverse effects. If these features are implemented in a PSI, clients will be more likely to be able to accomplish all desired effects related to particle systems with one PSI. Secondly, it introduces a novel use of events to determine, at run time, which particle system code to execute in each frame. Thirdly, it describes a software architecture called the Dynamic Particle System Framework (DPSF). Simulation results show that DPSF possesses all 18 desirable features. |
| format | Article |
| id | doaj-art-14eb0d2bfbc24d2b84a9446b6c22c096 |
| institution | Kabale University |
| issn | 1687-7047 1687-7055 |
| language | English |
| publishDate | 2014-01-01 |
| publisher | Wiley |
| record_format | Article |
| series | International Journal of Computer Games Technology |
| spelling | doaj-art-14eb0d2bfbc24d2b84a9446b6c22c0962025-08-20T03:54:29ZengWileyInternational Journal of Computer Games Technology1687-70471687-70552014-01-01201410.1155/2014/623809623809Desirable Elements for a Particle System InterfaceDaniel Schroeder0Howard J. Hamilton1Department of Computer Science, University of Regina, Regina, SK, S4S 0A2, CanadaDepartment of Computer Science, University of Regina, Regina, SK, S4S 0A2, CanadaParticle systems have many applications, with the most popular being to produce special effects in video games and films. To permit particle systems to be created quickly and easily, Particle System Interfaces (PSIs) have been developed. A PSI is a piece of software designed to perform common tasks related to particle systems for clients, while providing them with a set of parameters whose values can be adjusted to create different particle systems. Most PSIs are inflexible, and when clients require functionality that is not supported by the PSI they are using, they are forced to either find another PSI that meets their requirements or, more commonly, create their own particle system or PSI from scratch. This paper presents three original contributions. First, it identifies 18 features that a PSI should provide in order to be capable of creating diverse effects. If these features are implemented in a PSI, clients will be more likely to be able to accomplish all desired effects related to particle systems with one PSI. Secondly, it introduces a novel use of events to determine, at run time, which particle system code to execute in each frame. Thirdly, it describes a software architecture called the Dynamic Particle System Framework (DPSF). Simulation results show that DPSF possesses all 18 desirable features.http://dx.doi.org/10.1155/2014/623809 |
| spellingShingle | Daniel Schroeder Howard J. Hamilton Desirable Elements for a Particle System Interface International Journal of Computer Games Technology |
| title | Desirable Elements for a Particle System Interface |
| title_full | Desirable Elements for a Particle System Interface |
| title_fullStr | Desirable Elements for a Particle System Interface |
| title_full_unstemmed | Desirable Elements for a Particle System Interface |
| title_short | Desirable Elements for a Particle System Interface |
| title_sort | desirable elements for a particle system interface |
| url | http://dx.doi.org/10.1155/2014/623809 |
| work_keys_str_mv | AT danielschroeder desirableelementsforaparticlesysteminterface AT howardjhamilton desirableelementsforaparticlesysteminterface |