Particle systems
Posted: 07.08.2008, 00:57
I've been playing around with adding particle systems to Celestia in order to simulate a variety of effects, including rocket exhaust and smoke, volcanic plumes, geysers, and ion engine glow. An ordinary particle system implementation is unsuitable for Celestia because the user has total control over the timeline: time acceleration is essentially arbitrary, time can be reversed, and the simulation time can be instantly set to any value within a million years of the present. This utterly breaks most particle system code, which relies on a more or less constant time step for integrating the paths of particles. Instead, I've used an approach that I'm calling deterministic particle systems. The appearance of the particle system at any given time can be determined instantly--it is not subject to variations in the time step, because no numerical integration is required. This brings some restrictions: the only permitted particle paths are those which can be evaluated analytically. Nevertheless, many interesting effects are still possible.
Here's yet another version of Tvashtar's plume, this time with a particle system instead of a cmod file:
http://www.youtube.com/watch?v=fHj4jcmGRDY
There are no big changes to the ssc file for the add-on shown in the video. Instead of loading an ordinary mesh, a Celestia particle system is specified instead. The particle system file is an ASCII text file that defines particle colors, textures, initial positions, and initial velocities.
This work is experimental, and will not be ready for Celestia 1.6.0. In fact, there needs to be some discussion about whether particle systems belong in Celestia at all. The videos in this thread are demonstrations of what's possible. Used carefully, some phenomena can be simulated realistically with particle systems; abused, they can turn the Solar System into a disco![Smile :)](./images/smilies/icon_smile.gif)
--Chris
Here's yet another version of Tvashtar's plume, this time with a particle system instead of a cmod file:
http://www.youtube.com/watch?v=fHj4jcmGRDY
There are no big changes to the ssc file for the add-on shown in the video. Instead of loading an ordinary mesh, a Celestia particle system is specified instead. The particle system file is an ASCII text file that defines particle colors, textures, initial positions, and initial velocities.
This work is experimental, and will not be ready for Celestia 1.6.0. In fact, there needs to be some discussion about whether particle systems belong in Celestia at all. The videos in this thread are demonstrations of what's possible. Used carefully, some phenomena can be simulated realistically with particle systems; abused, they can turn the Solar System into a disco
![Smile :)](./images/smilies/icon_smile.gif)
--Chris