Version 1.0
For my MSc project, I created a Particle effects demo that simulates fire and smoke effects. The aim is to achieve fairly realistic effects using "quasi-Physics"; i.e. using some real physical laws, but sacrificing them where necessary for the sake of performance and visual aesthetics. The program is coded in C++, using DirectX for graphics, with some HLSL coding for the graphics shaders.
Video
Screenshots
Technologies
The code makes use of Microsoft DirectX 11 and of the DirectX Application Framework (DXUT), found in the samples included in the DirectX SDK.
Future Changes
This program will be revisited; future changes include a code edit such that it runs on the GPU and the implementation of collision detection (between the effects and other objects).
Requirements
Program
The program uses DirectX and requires a DirectX 10 capable graphics card and Windows 7. Due to a problem with the release version that currently hasn't been resolved (not all particles render), the code requires that the DirectX SDK be installed for the DirectX debug library files.
Source
If compiling the source code, please have linker include the following libraries:
- d3dcompiler.lib
- d3dx11d.lib
- d3dx9d.lib
- dxerr.lib
- dxguid.lib
- winmm.lib
- comctl32.lib
Files
| ParticleEffects | 7z file of the executable and dependencies | v1.0.0 |
| ParticleEffectsSource | 7z file of the source code | v1.0.0 |
Version
v1.0.0 - 25/08/2011 – First full version