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Effekseer

Effekseer

This software is a particle effect editing tool. By incorporating runtimes and plug-ins, effects created in Effekseer can be played back in your application. Effekseer is intended to be used primarily for games, allowing the designer, not the programmer, to be in charge of editing particle effects.

本ソフトウェアはパーティクルエフェクト編集ツールです。 ランタイムやプラグインを組み込むことで、Effekseerで作成されたエフェクトをアプリケーション中で再生できるようになります。 Effekseerは主にゲーム向けに使用することを想定しており、パーティクルエフェクトの編集をプログラマではなくデザイナーが担当できるようにします。

本軟件為粒子效果的編輯工具。 透過組合 runtime 和插件,由Effekseer制作而成的效果便可以在應用程式內播放。 Effekseer主要用作遊戲開發,不僅是程序員而且設計師也可進行粒子效果的編輯。

master branch is the development branch. Please don't use master branch for production.

Supported platforms

  • DirectX9, DirectX11, DirectX12, Metal, Vulkan, OpenGL
  • WebGL
  • Unity
  • GodotEngine
  • UnrealEngine
  • DX Library
  • Cocos2d-x
  • Console games (Please mail to effekseer(at)gmail.com)

Sponsors

Development

Repositories

Roadmap

English

日本語

Branch

Documents

HowToBuild

How to add a new language

Profiling

Design

CodeOverview

CodingRule

コーディングルール

For contributors

Please read issues. We always welcome pull requests for improvements, bug fixes, and so on.

issuesを読んでください。常時、機能追加、バグ修正といったプルリクエストを募集しております。

Issues

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effekseerforgodot3's Issues

Error when compiling for osx or ios on mac

Getting an error when attempting to compile for osx or ios on my mac. I have both python3 and scons installed.

$ python3 Dev/Cpp/build.py platorm=ios
Traceback (most recent call last):
  File "/Users/jnorton/github/EffekseerForGodot3/Dev/Cpp/build.py", line 24, in <module>
    import_generate_bindings()
  File "/Users/jnorton/github/EffekseerForGodot3/Dev/Cpp/build.py", line 20, in import_generate_bindings
    os.chdir(os.path.join(cwd, "godot-cpp"))
FileNotFoundError: [Errno 2] No such file or directory: '/Users/jnorton/github/EffekseerForGodot3/godot-cpp'

Manager update can be handled better to remove stuttering in very high FPS scenes (needs testing)

void EffekseerSystem::_process(float delta)

The way this function is handling the deltaFrame which is passed into manager->Update() (line 107 to 112) does not work well in very high FPS scenarios (E.g. 100+ FPS).

I have NOT YET had the chance yet to test this in Godot but I have integrated Effekseer in our separate engine, where I tried the logic in this repo (as linked above) and I found that the particle animation was stuttering (moving by small amounts suddenly after large delta times).

I fixed this by switching to the logic given below:

// Member variable defined in my renderer .h file
float m_FrameProgression = 0.0f;

// ------------------

// In the middle of the rendering function
m_FrameProgression += 60.0f * deltaSeconds;
m_Manager->Update(m_FrameProgression);
m_FrameProgression = 0.0f;

Godot signal for when the particle emission is finished

Exposing a signal is a very Godot-oriented way of allowing the user to synchronize the end of an emitter with some other actions.

It seems that in the current approach, the only way to do this is to know how long the emission will take and set a Timer to notify when it's done. This is less than ideal as it requires some time tweaking on each change on the effect.

Adding this (or exposing the said signal, in case it's already there) would be greatly appreciated!

can't reimport with opening efkefk inspector view

1.62a

I confirmed it in windows10, ubuntu environment.

Double-click the efkefk file on Godot's file system to see the efkefk file in the Inspector view,
when I reimport, I get this error.

open the project in the Godot editor, and not display .efkefk file in the Inspector view, can reimport it.

display the efkefk file in the inspector view even once, this error occur even if the displayed contents of the inspector view are not efkefk file.
reload the project, can import again.


windows10, ubuntu環境で確認しました。

Godotのファイルシステム上でefkefkファイルをダブルクリックしてインスペクタビューにefkefkファイルが表示されている状態で、
再インポートを行うと、以下のようなエラーが出ます。

Godotエディタでプロジェクトを開いてから、インスペクタビューでefkefkファイルを表示しなければ正常に再インポートできます。
しかし、一度でもインスペクタビューでefkefkファイルを表示すると、インスペクタビューの表示内容をefkefkファイルでない状態にしてもエラーとなるようです。
プロジェクトリロードを行うと正常になります。

Another resource is loaded from path 'res://effects/effekseer/Bent_Gradiant.efkefc' (possible cyclic resource inclusion).
 Resource file not found: /texture/Bent_Gradiant_1.png.
 Error loading resource: '/texture/Bent_Gradiant_1.png'.
 Resource file not found: /model/aura.efkmodel.
 Error loading resource: '/model/aura.efkmodel'.

effekreimport

サブリソースのpath指定がres://ではなく/直下になるようです?
試しにubuntuの場合にファイルシステム直下、/texture/Bent_Gradiant_1.png においた場合は正常に読めました。

Dev/Cpp/src/EffekseerEffect.cppのEffekseerEffect::resolve_dependencies()にて、確認したところmaterialDirが空になっているようです。

image

 Another resource is loaded from path 'res://scenes/effects/effekseer/Bent_Gradiant.efkefc' (possible cyclic resource inclusion).

/
texture/Bent_Gradiant_1.png
 Resource file not found: /texture/Bent_Gradiant_1.png.
 Error loading resource: '/texture/Bent_Gradiant_1.png'.

/
model/aura.efkmodel
 Resource file not found: /model/aura.efkmodel.
 Error loading resource: '/model/aura.efkmodel'.

Issue with multiple instances of EffekseerEmitters

There is an issue when having multiple instances of the same particle effect spawned at the same time/shortly after another. As soon as a new particle emiter spawns, the old Effekseer-Emitter (which should continue playing) gets reseted and doesn't finish playing.
I tried to prevent this by activating the property "local to scene" under the "resources" section of the EffekseerEmitter. But that doesn't help. Simply duplicating (in script) the particle file (.efkecf file) / the scene with the EffekseerEmitter atached doesen't work either.
To sum up: I am unable to spawn unique and independant Effekseer-Emiters. There is a video for illustration atached.

effekseer.mp4

Automatic crash

The Godot version 3.4 crashes automatically when trying to add a emitter node to scene. The version 3.4.2 doesn't crash but the emitter node is not working. Can someone tell me which version works?

Looping particle emission

Is there any way to loop an emitter's run? And if not, can something like this be added in the future?

Currently, an EffekseerEmitter will finish it's assigned particles effect run and silently stops. This is quite inconvenient for repeating patterns as a Timer have to be used in order to restart it, which bring a lot of timer tweaking on the table.

Maybe emitting a signal when the emission ends or a "loop" flag in the start method would do the thing nicely.

Thanks for the great work!

There is a problem in compiling android?

when i give this command: python3 Dev/Cpp/build.py platform=android
i am getting this error : ```
godot-cpp/godot-headers/android/godot_android.h:37:10: fatal error:
'jni.h' file not found
#include <jni.h>

my system information:
os: manjaro linux
java : openjdk 16.0.2
cmake version :  3.21.2
I added java to path.
Thanks in advance for your interest.

Position in 3D space is off

Something seems wrong with positioning the Effekseeker node in 3D space (last tried in Godot 3.5.1). The Effekseeker node should be placed on exactly the same place as the red sphere on impact. But there seems to be an offset. The Effekseer node is also dragged with the camera as the player starts moving again (it doesn't stick to its position).

There's no documentation I can find that explains how Effekseer handles rendering and placement etc. in Godot. The Effekseeker node also seem to move to different location every time spawned.

My setup. I have a scene that includes the Effekseer node with a Spatial node as its parent.

I then spawn the VFX scene by adding the VFX scene to the main game scene and I set the positioning by setting the global_transform.origin where it should be.

Godot 3.5.1
Effekseer tool 1.70
Effekseer Plugin 1.70.1

2022-11-25.13-36-10_.mp4

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