Uploaded February 2021 | Updated September 2026, 2 hours ago
With the big Mars-related event coming this week, I thought I'd put together this graphic given the work I've been doing lately with particle effects in my graphics / game engine.
I used the following image source by Nasa to create this graphic: solarsystem.nasa.gov/resources/683/valles-marineris-the-grand-canyon-of-mars/?category=planets_mars
It uses a particle system to generate particles based on the underlying image, with each particle driven towards its destination on a sphere via a simple physics system.
And yes, that back-to-front image shift in the brain is quite something!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly
With the big Mars-related event coming this week, I thought I'd put together this graphic given the work I've been doing lately with particle effects in my graphics / game engine.
I used the following image source by Nasa to create this graphic: solarsystem.nasa.gov/resources/683/valles-marineris-the-grand-canyon-of-mars/?category=planets_mars
It uses a particle system to generate particles based on the underlying image, with each particle driven towards its destination on a sphere via a simple physics system.
And yes, that back-to-front image shift in the brain is quite something!
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly






![2D Game Engine in C++: [9] Bounding Boxes
This video demonstrates the inclusion of bounding boxes into the game engine. This is the first of a series of controls that will allow for viewing how various items are being represented in the game world.
I anticipate that there will be a number of uses for these controls, most obviously when setting up and testing collision detection. This particular switch allows me to get a sense of whether sprites are moving around the screen exactly as intended.
Its more difficult to see, but there is also a switch used for pinpointing where light sources exist. You may notice small yellow pixels at various points in the video in the middle of the torches, representing light positions. This helped me debug the issue I had in the previous video.
This video also displays a bit of new art. It definitely takes a lot of time to put together any new art assets, as Im no artist!
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [9] Bounding Boxes](https://i.ytimg.com/vi/ZSL4Ky4xVYo/mqdefault.jpg)



