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Papervision3D Essentials

You're reading from  Papervision3D Essentials

Product type Book
Published in Sep 2009
Publisher Packt
ISBN-13 9781847195722
Pages 428 pages
Edition 1st Edition
Languages

Table of Contents (18) Chapters

Papervision3D Essentials
Credits
About the Authors
About the Reviewers
1. Preface
1. Setting Up 2. Building Your First Application 3. Primitives 4. Materials 5. Cameras 6. Moving Things Around 7. Shading 8. External Models 9. Z-Sorting 10. Particles 11. Filters and Effects 12. 3D Vector Drawing and Text 13. Optimizing Performance

What particles are and why to use them


If you have ever played 3D games, you must have seen particles in action. Many 3D games use particles to simulate all kinds of (mostly natural) phenomena such as explosions, falling leaves, and blood spatters.

In Papervision3D, a particle can be described as a 2D graphic that can be scaled and positioned relative to a 3D point. Think of it as a lightweight plane that always faces the camera. This chapter mainly discusses the following two aspects of working with particles:

  • Billboarding, which is a technique used to cut down the number of triangles in your scene

  • Creating natural phenomena, which is usually done with the help of a particle system

The two aspects do not exclude each other. However, this classification is a good starting point when discussing particles in Papervision3D.

Billboarding

Suppose you want a couple of trees in your scene. To create the trees you would probably need many polygons. However, depending on the other objects in the...

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