Address: Https://code.csdn.net/langresser/particleuniversefortorchlight in the Bin folder has a compiled version, install a vc2013 run-time library can be run directly.
Because Cocos2d-x does not have 3D particle effects, the main process is to add ogre and Particleuniverse to the project. I thought it was a cow when I first saw it, but now I look back and see that the real cow can speed up the development and simplify the development. But Pu's addition is not the ox but the pit, because the special effects looked for one months, said will not use ...
So I decided to fill this hole. My plan is to convert the light-effect configuration of torch light 2 into a pu-recognizable configuration, and then we have thousands of of the light effects that can be learned for reference and use. In the process of learning and grooming, it is inevitable that the original code of PU will be modified. Because the light efficiency parameters of the torch and Pu are not one by one corresponding, the parameter meaning and function also have some inconsistencies. The result is that because of these changes, the main course is not satisfied, his plan is our light effect on the light of the torch using PU manually pull out the effect we need.
Well, I am a very harmonious person, always obey the leadership of the superior. But how is also spent more than three weeks to do out, put Moldy also quite a pity, simply open source bar, but unless you also use Ogre or game embed Ogre, otherwise also can not use ...
Below I list some of my changes or implementation ideas, for reference:
1, the left side of the file display content to change. Originally arranged by the Light efficiency label, I changed the structure of the actual file tree. When the editor is loaded, it will load and parse all the light-efficiency configurations, and now click Play to load. This is very useful for managing light when there are so many special effects.
2, the right side of the original has four pages, I have merged into a paging. Edit and manipulate directly within a window.
3, the conversion script is bin/bin/convert_particle.py, it parses the light of the torch layout of the particle configuration, and its data structure into the configuration of the Pu form.
4, remove the material page, directly set the map and corresponding parameters, the operation of the automatic generation of materials. The original way to manage the material is very painful, easy to simplify after a lot.
A 3D particle effect editor (particle Universe for torchlight)