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✨ Particle System — Game VFX Emitter

Click the canvas to move the emitter. Configure parameters and switch presets to design real-time VFX.

✨ Particle System


Start color
End color

Emitter shape

Presets

Active particles: 0
FPS:
Click to move emitter

About Particle Systems

Particle systems are a fundamental technique in game VFX, used to simulate fire, smoke, explosions, rain, magic spells, and countless other effects. Each particle has its own position, velocity, size, colour, and lifetime. The emitter spawns particles continuously or in bursts, and physics rules update every particle each frame.

🔮 Physics Model

Each frame: velocity is modified by gravity and reduced by drag (v += gravity*dt − drag*v*dt), then position advances (pos += v*dt). Opacity fades as age/lifetime approaches 1. Colour is linearly interpolated between start and end colours over the particle's life.

🎮 How to Use

Click anywhere on the canvas to reposition the emitter. Adjust sliders for emission rate, lifetime, speed, and spread. Pick a preset to load characteristic values instantly, then fine-tune individual parameters for your desired look.

💡 Game Dev Tip

Particle systems drive most visual spectacle in modern games. Low drag with high gravity creates ballistic arcs (debris). High drag with zero gravity makes slow-drifting smoke. Burst emission at rate 500 for 0.2 s then zero is the classic explosion pattern.