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    Simple Particle System
  
        
  
    
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  | package main | |
| import "core:log" | |
| // This extra stuff comes from https://github.com/baldgg/blueprint | |
| import "bald:utils" | |
| import "bald:utils/shape" | |
| import "bald:utils/color" | |
| import "bald:utils/string_store" | |
| Particle_Flags :: enum { | |
| valid, | |
| physics, | |
| // add more stuff as needed to get whatever effect you want | |
| } | |
| Particle :: struct { | |
| flags: bit_set[Particle_Flags], | |
| pos: Vec3, | |
| vel: Vec3, | |
| acc: Vec3, | |
| col: Vec4, | |
| lifetime: f32, | |
| lifetime_left: f32, | |
| fade_in_pct: f32, | |
| fade_out_pct: f32, | |
| z_layer: ZLayer, | |
| size: Vec2, | |
| bounce_factor: f32, // https://www.youtube.com/watch?v=Y-iVeTyn7n0 | |
| friction: f32, | |
| // same deal here, add whatever you want | |
| } | |
| particles: [4096]Particle | |
| particle_cursor: int | |
| particle_create :: proc() -> ^Particle { | |
| p := &particles[particle_cursor%len(particles)] | |
| if .valid in p.flags { | |
| // on ship, you'd ideally want to throttle this somehow so it doesn't fuck your logs up | |
| // log_one_time("Overwriting particles") | |
| log.info("overwriting particles, increase buffer size pls") | |
| } | |
| p^ = {} | |
| p.flags |= {.valid} | |
| p.col = color.WHITE | |
| p.z_layer = draw_frame.active_z_layer | |
| p.size = Vec2{1,1} | |
| particle_cursor += 1 | |
| return p | |
| } | |
| particle_destroy :: proc(p: ^Particle) { | |
| p^ = {} | |
| } | |
| // this gets called every frame | |
| // split this out if you need to separate the update / render | |
| particle_update_and_render :: proc() { | |
| // update | |
| for &p in particles { | |
| if .valid in p.flags { | |
| if .physics in p.flags { | |
| if p.friction != 0 && p.pos.z == 0 { | |
| p.acc.xy += -p.vel.xy * p.friction | |
| } | |
| p.acc.z -= 980.0 | |
| p.vel += p.acc * f32(get_delta_t()) | |
| p.acc = {} | |
| p.pos += p.vel * f32(get_delta_t()) | |
| if p.pos.z <= 0 { | |
| p.vel.z *= -1 * p.bounce_factor | |
| p.pos.z = 0 | |
| } | |
| } | |
| if p.lifetime != 0 { | |
| if p.lifetime_left == 0 { | |
| p.lifetime_left = p.lifetime | |
| } | |
| p.lifetime_left -= f32(get_delta_t()) | |
| if p.lifetime_left <= 0 { | |
| particle_destroy(&p) | |
| continue | |
| } | |
| } | |
| } | |
| } | |
| // render | |
| for p in particles { | |
| if .valid in p.flags { | |
| z_layer := p.z_layer | |
| if z_layer == .nil { | |
| z_layer = ZLayer.pfx | |
| } | |
| push_z_layer(z_layer) | |
| draw_pos := p.pos.xy | |
| draw_pos.y += p.pos.z | |
| alpha_mask := color.WHITE | |
| if p.lifetime != 0 { | |
| lifetime_alpha := utils.float_alpha(p.lifetime-p.lifetime_left, 0, p.lifetime) | |
| if p.fade_in_pct != 0 { | |
| alpha_mask.a *= utils.float_alpha(lifetime_alpha, 0.0, p.fade_in_pct) | |
| } | |
| if p.fade_out_pct != 0 { | |
| alpha_mask.a *= 1.0-utils.float_alpha(lifetime_alpha, 1.0-p.fade_out_pct, 1.0) | |
| } | |
| } | |
| rect := rect_make(draw_pos, p.size, pivot=Pivot.center_center) | |
| draw_rect(rect, col=p.col*alpha_mask) | |
| } | |
| } | |
| } | 
  
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