Particle-System | Particle System experiment designed to benchmark | Binary Executable Format library

 by   leefsmp JavaScript Version: Current License: MIT

kandi X-RAY | Particle-System Summary

kandi X-RAY | Particle-System Summary

Particle-System is a JavaScript library typically used in Programming Style, Binary Executable Format applications. Particle-System has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A Particle System experiment designed to benchmark web technologies from a non trivial piece of code: ES6, Emscripten and Web Assembly.
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            kandi-support Support

              Particle-System has a low active ecosystem.
              It has 33 star(s) with 4 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Particle-System is current.

            kandi-Quality Quality

              Particle-System has 0 bugs and 0 code smells.

            kandi-Security Security

              Particle-System has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Particle-System code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Particle-System is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Particle-System releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.
              Particle-System saves you 3833 person hours of effort in developing the same functionality from scratch.
              It has 8170 lines of code, 0 functions and 123 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Particle-System Key Features

            No Key Features are available at this moment for Particle-System.

            Particle-System Examples and Code Snippets

            No Code Snippets are available at this moment for Particle-System.

            Community Discussions

            QUESTION

            AFrame: Problem with physics; dynamic-body & grabbable
            Asked 2020-Nov-19 at 03:10

            The problem:

            I want to make a ball the user can throw. With my current implementation, physics work but I cannot lift the ball. However, if I delete the "dynamic-body" I can grab the ball exactly as I am supposed to, and move it around. Heck, I tried changing it to "static-body" and it still works. The problem seems to be whenever I mix grabbable and dynamic-body. I know it should be possible in an older version, as I was using this tutorial: https://www.youtube.com/watch?v=SKYfYd3pk4I

            However, he is using progressive-controls which are not available in the newest super-hands package, I don't know if that changes anything. Is there anything I am doing wrong here?

            Here are my snippits of code that could affect the result:

            My A-Frame packages:

            ...

            ANSWER

            Answered 2020-Nov-19 at 03:10

            Thanks to this: https://github.com/bryik/aframe-ball-throw/blob/master/index.html

            I found the culprit. I needed to add the static-body to my hand-entities, so that collision could be detected. No idea why collision was detected without them before though.

            Modified code:

            Source https://stackoverflow.com/questions/64902347

            QUESTION

            conditonally render components in aframe
            Asked 2019-Aug-31 at 02:04

            I have an aframe scene with three icosahedrons, a complex particle system and a cursor that fuses on objects in the scene. With the particles visible, the scene runs too slow, because the cursor tries to fuse on every particle. I just need it to fuse on the three icosahedrons.

            So, I'm trying to do one of 2 things:

            • Only tell the cursor to fuse on the icosahedrons (if it helps performance, might not)
            • Only show the particle system after all icosahedrons have been fused / clicked.

            I don't currently know how to do either of these two things. Here's my scene:

            ...

            ANSWER

            Answered 2019-Aug-31 at 02:04

            When you want to select some objects to be fused (or clicked) and exclude others, you do this with the raycaster component, which works with the cursor (or can work without it, but for fusing, use with the cursor component).

            Then on every entity that you want to include in the raycasting, add the attribute class="clickable"

            Here is the documentation on raycasting and cursors:

            https://aframe.io/docs/0.9.0/components/cursor.html#fuse-based-cursor

            I am very surprised that particles would participate in raycasting, as they are gpu instances only. They are not actually 3D entities in the scene, but generated and rendered as geometry shaders on the graphics card. Ray casting occurs before all the geometry is sent to the graphics card. Have you tested turning the raycasting on and off while particles are visible to see if that is causing the slowdown?

            Your code does not show the cursor or raycasting so I don't know if you are filtering entities, but it does not appear that you are using the class filter on your entities, so it appears that you are not filtering the raycaster.

            Source https://stackoverflow.com/questions/57719413

            QUESTION

            How do I synchronize animations on an object using A-frame?
            Asked 2019-Jun-28 at 20:54

            I have the following code in index.html:

            ...

            ANSWER

            Answered 2019-Mar-20 at 04:46

            I was in the process of typing up a response, suggesting the use of the animation component (included in 0.9.0 core) rather than a-animation (deprecated, and removed in 0.9.0), which I would still recommend in general practice, but I realized that the animations still do in fact fall out of sync.

            I'm assuming this is due to any of the following:

            • The extremely short interval (dur). The higher you set this, the less noticeable the timing issue.
            • A difference in overhead due to how the animated properties are targeted, e.g., raw property vs. attribute (using setAttribute under the hood).
            • IIRC, loops are set with either setTimeout or setInterval under the hood. Rather than rely on this, you may want to disable looping and trigger these animations by emitting a timed event so you can guarantee that they're executed simultaneously. You can create a custom component that does this using a throttled tick handler, setTimeout or setInterval.

            I also suggest using either linear or easeInOutQuad for the easing as the default setting only eases in one direction, which can cause an undesirable effect.

            Either way, you may want to submit this as a bug to the A-Frame repo: https://github.com/aframevr/aframe/issues/new

            Source https://stackoverflow.com/questions/55249179

            QUESTION

            Starting a Particle System in Unity
            Asked 2019-Mar-07 at 18:11

            (Please excuse any formatting issues) I am trying to get a simple particle system to play with an OnTriggerEnter and stop with OnTriggerExit. Following the Unity API on particle systems (https://docs.unity3d.com/ScriptReference/ParticleSystem.Play.html). I developed the following code:

            ...

            ANSWER

            Answered 2019-Mar-07 at 18:11

            As suggested:

            The answer to my particular problem: "How to get an existing Unity ParticleSystem to play through script" (slightly more descriptive title). Has been solved. Please note further research is required to understand why the answer worked.

            One setting in the ParticleSystem is called Prewarm. Enabling that setting allowed the system.Play and system.Stop code to start and stop the particlesystem. As previously stated, I as yet do not know why changing that setting to true (enabled) allowed the code to work.

            No proper research was done. I was simply playing with settings, one at a time.

            Source https://stackoverflow.com/questions/55048363

            QUESTION

            Particle system on event
            Asked 2018-Aug-18 at 05:16

            I'd like to have the particle system appear at the end of my project, like confetti. What I have is this, but it is not working, nor is setting the visibility to false, then true. Not sure which attribute I can use to set the visibility off, then on.

            html:

            ...

            ANSWER

            Answered 2018-Aug-17 at 20:43

            confetti.object3D.visible = false or confetti.removeAttribute('particle-system')

            Source https://stackoverflow.com/questions/51901736

            QUESTION

            How to set "startColor" of ParticleSystem in Unity 2017 in C#?
            Asked 2018-May-31 at 12:57

            I am trying to change the "startColor" field of the ParticleSystem in Unity 2017.

            I try to write the code in 2 different ways in C#.

            The first way is:

            ...

            ANSWER

            Answered 2018-May-31 at 12:41

            This fairly normal, considering Color uses floating point colors, taking values ranging from 0 to 1.

            As your values are rounded, they all end up at 1, which in your case leads to pure white.

            If you wish to use 0-255 ranged colors, you should use Color32 instead.

            Source https://stackoverflow.com/questions/50624229

            QUESTION

            Unity3D: Having player light torches using ParticleSystem and OnCollisionEnter?
            Asked 2018-Apr-09 at 21:30

            I'm trying to get my player to light torches in a scene, but not quite sure how to do this.

            I have a torch prefab that has a particle system. Each time the player's torch collides into an unlit torch, I would like that torch to start burning.

            I have been trying to follow the docs but have not been able to understand (https://docs.unity3d.com/ScriptReference/ParticleSystem.html, https://docs.unity3d.com/ScriptReference/ParticleSystem.Play.html).

            Also have this question posted here: https://answers.unity.com/questions/1491419/having-player-light-torches-using-particle-system.html

            My current code is below. I have each torch object tagged as torch, and my player tagged as Player. All particle systems, except the player's torch, have 'Play on Awake' off and prewarm on.

            Any advice or tips?

            Thanks!

            ...

            ANSWER

            Answered 2018-Apr-09 at 13:05

            I've used the following code in some of my projects:

            Source https://stackoverflow.com/questions/49733313

            QUESTION

            Need Help Creating Links To Other Web Pages In Aframe
            Asked 2018-Mar-05 at 21:57

            Couldn't find any clear and straightforward answers to this question. Im using Aframe to build the intro page to a website (https://nightmarinparis.neocities.org/). The issue im having is turning the spinning Twitter and Instagram blocks into links.

            What I want to happen:

            • Box outline is highlighted when cursor touches box
            • when clicked it should take me to a different webpage (ex: google.com)

            So far this is all I have as far as the code. I feel like i've tried everything including the linkcontrols component given by AFrame (https://github.com/aframevr/aframe/blob/master/examples/showcase/link-traversal/js/components/link-controls.js). Any help accomplishing this would be amazing. Thanks in advance!

            ...

            ANSWER

            Answered 2018-Mar-05 at 21:57

            This example should help: https://glitch.com/edit/#!/a-frame-mouse-click-example?path=index.html:1:0

            For the hover, you could use the event_set component (though outline is a bit harder, perhaps there's an outline component out there) and then use js for click handlers to navigate to another url:

            Hover example:

            Source https://stackoverflow.com/questions/49018866

            QUESTION

            Get particle gradient color
            Asked 2018-Feb-16 at 19:27

            I see how to set a particle's color based on a gradient (e.g. this & this) but I can't find anything on how to get the color.

            I have a particle system with the start color set to random with a gradient. I've tried...

            ...

            ANSWER

            Answered 2018-Feb-16 at 19:27

            At the moment, we can't read the MinMaxCurve from scripts, as per here: https://blogs.unity3d.com/2016/04/20/particle-system-modules-faq/ (scroll down to the Easing the Pain section).

            However, your code returns not a MinMaxCurve, but the Start Color of type Color that you can set via inspector or via script.

            For example, if you create a Particle System game object in a scene, and you attach to it this simple script:

            Source https://stackoverflow.com/questions/48833305

            QUESTION

            aframe with react- no image coming on the screen
            Asked 2017-Aug-01 at 18:11

            I am trying to implement panorama feature in my code using A-frame and react.

            This is my code in react. In my code, after the loadOne function gets called, only one image appears on the screen if I just call the

            But with , nothing is coming on the screen.

            ...

            ANSWER

            Answered 2017-Aug-01 at 16:57

            It's important to understand that A-Frame doesn't work with React out of the box.

            Whenever you include a tag like in your JSX, React will expect it to match to an existing component. That's because all of the tags in JSX map to components (either built-in ones like or custom ones).

            So what you'll need to do is use a lib that wraps React component logic over these new vr tags like aframe-react

            Source https://stackoverflow.com/questions/45442936

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

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            You can download it from GitHub.

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