Game Development Reference
In-Depth Information
Figure 11.5
The standard available emitters.
Click on the Current Emitter drop-down box to view the current defaults that
are available, as shown in Figure 11.5:
n Blood : Can be used to show that a character or player has been
wounded.
n Default : A default emitter that you can use to create alternative emitters.
This is a very simple effect that provides a small number of particles in
the middle of the screen ready to have their properties changed.
n Flame : Useful for candles and other flame-based lights.
n HealthSpell : An example of an emitter for a spell. When creating a spell,
normally you want some amazing special effect to take place, like a set of
sparks flying from the player
s hands.
n Rain : Weather-based rain example.
n Snow : Weather-based snow example.
n Swirl : A swirl effect that shows you how to create emitters that have
movement.
n Torch : Useful for torch effects; very similar to the flame emitter but
using a different set of textures to create a different effect.
n Waterfall : When creating an area in the world that represents water
flowing, the waterfall effect is very useful for displaying water
splashing.
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