Effekseer - Particle effect editor for Cocos2d-x

Effekseer - Particle effect editor for Cocos2d-x
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#21

Thank you or running it. I found that this particle is for PC so it is slow on a mobile environment.
I plan to change a sample particle for a mobile environment.


#22

I integrated Effekseer into my project to try it out.
There is one major problem with the cocos2d-x integration - rendering seem to completely ignore parent transformations. What I mean is: when I add an effect as child to some cocos2d::Node and move that node, the effect doesn’t move. Other then that, looks really good :slight_smile:


#23

I played demo on cocos2d-x, this only view as 2D, how can i show it in 3D?


#24

Thank you for integrating it.
I will try to fix it at New Year’s holiday (Sorry. I’m a bit busy)


#25

I haven’t use cocos2d-x in 3D.
I try to use in 3D, after that I try to fix it at New Year’s holiday (Sorry. I’m a bit busy)


#26

Can this particle editor/library be used with Cocos Creator?


#27

Some more feedback from my side:
Tested on ipad2 and iPhone 4s and the performance is very bad. I know these are ancient devices but still :frowning:


#28

Sorry for it cannot use it currently


#29

We are improving it currently.
We supported NOEN in ARM.
So it perhaps improves a performance.


#30

Awesome editor!!!
I have the same problem with “rendering seem to completely ignore parent transformations”
another problem is i use the Non-default camera. it is also wrong transformations.
thanks


#31

We perhaps fixed this bug about parent transformations at leaset in the recent repository.
Please check it.
if this bug is not fixed, please tell me about the non-default camera.


#32

thanks. the first problem is solved.
in cocos2dx, you can create another camera.

ex:
local camera = cc.Camera:createPerspective(30, MAX_SCREEN_WIDTH / MAX_SCREEN_HEIGHT, 1, 100000)

camera:setCameraFlag(cc.CameraFlag.USER1)
camera:setPosition3D(cc.vec3(90, 90, 0))
this:addChild(camera)

then

emitter:setCameraMask(cc.CameraFlag.USER1)

in this way, the transformations still wrong.
i think the m_camera and m_proj in class RendererImplemented needs to be recalculation.

the cameras in this function
void Scene::render(Renderer* renderer)


#33

i try to fix it.
this is my changes.

effekseer.zip (123.7 KB)


#34

Thank you. I will check it.


#35

I fixed it


#36

I hope you can solve the problem of mobile phone performance. thank you very much.

in iphone6s:
Homing_Laser01.efkproj fps:50
Simple_Distortion.efkpro fps:30
Sword_Ember.efkproj fps:20
in windows:
all fps 60.
in android:
i have not running on android. but i think it’s lower than iOS.

How about batch draw?

@slackmoehrle any ideas?


#37

I don’t think particle effects auto-bath. I would need to ask an engineer for thoughts.


#38

After my experiment.
I think this is rendering performance bottlenecks.


#39

I’ll check it.
Sword_Ember.efkproj is very heavy and not for smartphones.
But others feels strange.


#40

By the way, i enable the distortion.