Making a blizzard using particle system

I just want to make a blizzard using particle system in local space, controls are there but I am just unable to obtain that fast paced snow fall, has anyone done this before?

Not using particle system, but these are some examples with points sprite rendering I’ve done.
http://playcanvas.github.io/#/graphics/transform-feedback
PlayCanvas Examples (give it 10 seconds to get going)

1 Like

is this expensive? seems expensive

I am actually getting closer and closer to blizzard particle system, I am just tuning the curves

1 Like

It depends on how many point sprites it runs.
Transform feedback runs completely on GPU and is cheap … almost no CPU time used at all (but requires webgl2).
The point cloud simulation is done on CPU … and is not crazy expensive for reasonable number of point sprites … that examples uses 5000 I think and runs well. In theory the simulation part could run on separate worker thread as well so cost almost nothing on the main thread. But that’s more work.

2 Likes

also what is up with particle system loop not working? I am using 300 particles and loop is enabled and so is auto-play, but the loop stops after releasing 300 particles

maybe your 300 particles are still alive? And so new ones cannot be created.

1 Like

ah, I fixed it, lifetime was too high, 15 seconds