Uploaded October 2024 | Updated September 2026, 2 weeks ago
This is a pretty big milestone for PhotonDust - the new in-house particle system for Resonite. Unlike previous test, this one is now fully integrated with Resonite, using proper systems and structure to handle the simulation and rendering.
It's very barebones, because the goal up to this point was to get all the core structure in place to be able to run the simulation and render out the results, which has now been achieved!
All of the computations for emissions, simulation and so on are fully handled by FrooxEngine and (already) in multi-threaded and asynchronous manner. The only part that Unity is responsible for is rendering out the final visual - it only gets submitted the final positions, rotations, sizes and colors that end up rendered as billboards.
Following this, I'll start expanding the system to add parameters to the modules, add more modules to compute and simulate various properties, handle stuff like lights and trail rendering, mesh particles and start bringing the system up to feature parity with the old particle system.
I'll add some new small additions too where they're simple to do (e.g. this system makes it easy to do stuff like initializing or animating color based on a texture and such or initializing lifetimes/speed from a mesh emitter based on texture and so on).
Having the system work and produce visuals is a huge boon for this part of development, because I'll be able to test these additions visually very easily and generally play with the system.
The bulk of the "non-visible" work (laying the foundations and structure to make stuff work) has now been done, so expect more devlog videos and quicker iteration from this point on! :3
Support development at: patreon.com/resonite
Official website: resonite.com
This is a pretty big milestone for PhotonDust - the new in-house particle system for Resonite. Unlike previous test, this one is now fully integrated with Resonite, using proper systems and structure to handle the simulation and rendering.
It's very barebones, because the goal up to this point was to get all the core structure in place to be able to run the simulation and render out the results, which has now been achieved!
All of the computations for emissions, simulation and so on are fully handled by FrooxEngine and (already) in multi-threaded and asynchronous manner. The only part that Unity is responsible for is rendering out the final visual - it only gets submitted the final positions, rotations, sizes and colors that end up rendered as billboards.
Following this, I'll start expanding the system to add parameters to the modules, add more modules to compute and simulate various properties, handle stuff like lights and trail rendering, mesh particles and start bringing the system up to feature parity with the old particle system.
I'll add some new small additions too where they're simple to do (e.g. this system makes it easy to do stuff like initializing or animating color based on a texture and such or initializing lifetimes/speed from a mesh emitter based on texture and so on).
Having the system work and produce visuals is a huge boon for this part of development, because I'll be able to test these additions visually very easily and generally play with the system.
The bulk of the "non-visible" work (laying the foundations and structure to make stuff work) has now been done, so expect more devlog videos and quicker iteration from this point on! :3
Support development at: patreon.com/resonite
Official website: resonite.com





