OpenGL Particle Emitters and Waypoints with Colour Interpolation

I thought the particles would look nicer being coloured as an interpolation of the colours of the waypoints they’re travelling between…

And you know what? I’m thinking I was right! ;-)

4 thoughts on “OpenGL Particle Emitters and Waypoints with Colour Interpolation”

  1. Hi,
    This looks amazing, and is exactly the kind of thing I’ve been trying to learn OpenGL for. I have hunted high and low to find out how to create the glowing “firefly” particles, but I’m not having much luck at the moment. Could you point me to some good resources, or possibly post the source code?

    Many thanks,

    1. Hi Andy,

      When I was learning particle systems I learnt a lot from a series of videos about particle systems in flash (so using ActionScript 3) – the principles apply to all languages only the syntax is different. I found AS3 to be a nice language to prototype graphical stuff in as you could see your work on the screen with minimal setup, and there’s lots of particle stuff available to look at and disect, for example:

      For particle systems like this it’s really useful to know some vector math, too – I’m not sure what your math’s like – but this will teach you the basics of all the math you’ll need to do all sorts of kick-ass OpenGL things:

      I’m planning on making this into a live wallpaper for Android so I’m kinda reluctant to hand over the source code at the moment, however I’d be happy to knock together some starter code with all the point-sprite stuff set up for you and a Particle class using Vec2’s etc. if you’d like.

      Best wishes,

      1. Hello again,

        Thank you very much for the resources – they look really good, so I’ll be sure to have a good read through them. I hadn’t realised that AS3 was so good for this kind of stuff, so I’ll certainly look more closely into it.

        I have made some progress over the past couple of days trying to use OpenTK and GLFW, although some texture modes still aren’t rendering properly. I might need to go back to the native C++ to play around with the settings before I try to do the C# version.
        It’s also fairly difficult to find consistent information about the “best” approach for a newbie to take. There’s a lot of stuff about the older OpenGL techniques, but not so much about using vertex shaders and fragment shaders. I’d like to use the more up-to-date techniques, but right now, I’ll take anything that works properly :)

        I totally understand about the source code. But the starter code you suggested would be of great help, and really appreciated.

        Thanks again,

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