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Particles

ParticleSystem is roxlap’s effects engine: fountains, smoke, sparks, debris. It is deliberately a host-side system built on the sprite API from chapter 7 — every particle is an ordinary kv6 sprite instance, so particles are lit, shadowed and materialed like everything else, and they collide with the actual voxel world.

The snippets come from a runnable example — a bouncing water fountain, a buoyant smoke column, and a scripted explosion every four seconds that carves real craters:

cargo run --release -p roxlap-render --example book_particles

The system and its emitters

One ParticleSystem per scene, seeded — the same seed replays the same effects. Effects are emitters, described declaratively by a ParticleEmitterDef: construct with new(model) and override what the effect needs. The two ambient effects show most of the vocabulary:

        // One system per scene, seeded for reproducible effects. The
        // particles instantiate ordinary kv6 sprite models.
        let mut particles = ParticleSystem::new(SEED);
        let spark = renderer.add_sprite_model(&spark_kv6());
        let puff = renderer.add_sprite_model(&puff_kv6());
        let debris = renderer.add_sprite_model(&debris_kv6());

        // A water fountain: a tight upward cone of translucent
        // droplets that fall back and bounce. +z is down, so the
        // fountain fires along −z and gravity (+z) pulls it back.
        particles.add_emitter(ParticleEmitterDef {
            pos: [0.0, 0.0, 199.0],
            spawn: SpawnMode::Rate(140.0),
            lifetime: 2.2..3.2,
            velocity: VelocityDef {
                cone: Some(ConeDef {
                    axis: [0.0, 0.0, -1.0], // straight up
                    half_angle_deg: 11.0,
                    speed: 26.0..34.0,
                }),
                ..VelocityDef::default()
            },
            collision: CollisionMode::Bounce { restitution: 0.45 },
            scale: 0.7,
            fade_out_frac: 0.3,
            tint: Rgb(0x0060_a8ff),
            material: MAT_WATER,
            ..ParticleEmitterDef::new(spark)
        });

        // A smoke column: buoyant (negative-z "gravity"), dragged,
        // spinning, growing while it condenses in and thins out.
        particles.add_emitter(ParticleEmitterDef {
            pos: [-40.0, 20.0, 198.0],
            shape: EmitterShape::Sphere { radius: 2.0 },
            spawn: SpawnMode::Rate(16.0),
            lifetime: 3.5..5.0,
            velocity: VelocityDef {
                base: [0.0, 0.0, -7.0], // rises: −z is up
                spread: 1.0,
                ..VelocityDef::default()
            },
            gravity: [1.2, 0.0, -1.5], // buoyant, drifting east
            drag: 0.9,
            spin: -0.6..0.6,
            scale: 0.8,
            scale_end: Some(2.8),
            fade_in_frac: 0.25,
            fade_out_frac: 0.45,
            tint: Rgb(0x00b8_b8b8),
            tint_end: Some(Rgb(0x0050_5050)),
            material: MAT_SMOKE,
            // WorldUp: stable shading that doesn't swim as the camera
            // orbits (FaceNormal is the default; FullBright for glows).
            lighting: BillboardLighting::WorldUp,
            ..ParticleEmitterDef::new(puff)
        });

The def’s fields group into three concerns:

  • Spawningspawn (Rate(n) per second with fractional accumulation, Burst(n) once on add, Manual + explicit burst() calls), shape (point / sphere / box around pos), lifetime (a sampled range).
  • Motionvelocity (a fixed base + isotropic spread + an optional ConeDef, composed by addition), gravity (positive z is down: the default [0, 0, 22] falls; smoke rises with a negative-z term), drag, spin.
  • Lookscalescale_end (growing smoke, shrinking sparks), fade_in_frac / fade_out_frac (alpha ramps at the ends of life), tinttint_end (white-hot → ember), material (the palette from chapter 6 — smoke wants alpha-blend, sparks additive), lighting, shadows.

Note the model trick: all three effects share plain white models — the per-particle tint does the colouring, so one 2-voxel cube serves as droplet and spark both.

Shadows default to off in both directions for particles — hundreds of shadow-casting instances is a perf trap; opt back in per effect.

The per-frame protocol

                // The whole per-frame particle protocol is one call:
                // simulate, collide against the scene's voxels, and
                // mirror live particles into sprite instances.
                particles.tick_with_scene(renderer, dt, scene);

One call simulates, collides, and mirrors live particles into sprite instances (through the same batched-transform path as any bulk sprite motion). Use tick(renderer, dt) when nothing collides — tick_with_scene is what enables collision:

  • CollisionMode::None — pass through (default).
  • Kill — die on contact: impact sparks, raindrops.
  • Bounce { restitution } — arcade reflection off voxel faces.

The collision test is a point sample nudged along the velocity — cheap and honest about what it is: fast particles can tunnel through one-voxel walls, resting particles stop being tested. It’s an effects system, not a physics engine.

Explosions that change the world: carve_debris

The signature roxlap effect — because particles and world share one voxel vocabulary, an explosion can become its debris:

    /// One explosion: `carve_debris` samples the floor's own voxel
    /// colours, carves the crater out of the grid, and bursts the
    /// removed voxels back as tumbling, bouncing, tinted debris — the
    /// world visibly becomes the particles. A transient spark burst
    /// goes on top (`Burst` spawns on add; removing the emitter lets
    /// the sparks live out their lifetimes).
    fn explode(&mut self, world: [f32; 3], voxel: IVec3) {
        let (Some(particles), Some(scene), Some(grid)) =
            (self.particles.as_mut(), self.scene.as_mut(), self.grid)
        else {
            return;
        };
        if let Some(debris) = self.debris {
            particles.carve_debris(
                scene,
                grid,
                voxel,
                4,         // crater radius, voxels
                8.0..16.0, // radial kick away from the crater centre
                &ParticleEmitterDef {
                    lifetime: 1.4..2.4,
                    collision: CollisionMode::Bounce { restitution: 0.35 },
                    spin: -7.0..7.0,
                    scale: 0.9,
                    scale_end: Some(0.4),
                    fade_out_frac: 0.2,
                    ..ParticleEmitterDef::new(debris)
                },
            );
        }
        if let Some(spark) = self.spark {
            let em = particles.add_emitter(ParticleEmitterDef {
                pos: [world[0], world[1], world[2] - 0.5],
                spawn: SpawnMode::Burst(24),
                lifetime: 0.5..1.1,
                velocity: VelocityDef {
                    spread: 24.0,
                    ..VelocityDef::default()
                },
                collision: CollisionMode::Kill,
                scale: 0.6,
                fade_out_frac: 0.5,
                tint: Rgb(0x00ff_c840),           // white-hot…
                tint_end: Some(Rgb(0x00ff_3000)), // …to ember red
                material: MAT_SPARK,
                lighting: BillboardLighting::FullBright,
                ..ParticleEmitterDef::new(spark)
            });
            particles.remove_emitter(em);
        }
    }

carve_debris samples the crater’s voxel colours, carves the sphere out of the grid (the same edit path as chapter 3, lighting re-bake included), and spawns one tinted debris particle per removed surface voxel with a radial kick. The floor’s own colours tumble away — no artist-authored debris needed.

Budgets keep it bounded: set_carve_debris_cap limits debris per carve (default CARVE_DEBRIS_CAP), set_max_particles caps the whole system (default DEFAULT_MAX_PARTICLES; overflow spawns are dropped and counted in dropped_spawns, never reallocated). For HUD counters read particle_count() / particles().

Performance envelope: the PS-stage benchmark holds ~10 000 live particles at ≈225 µs of simulation per frame — effects budget-level, not gameplay-limiting. The knobs that matter when a scene gets heavy: crater radius (a radius-4 carve samples ~70 voxels), burst sizes, and keeping particle shadows off.

Further reading

  • The Particles demo scene — this chapter’s effects plus crosshair-aimed interactive explosions and explosion light flashes (ROXLAP_SCENE=Particles cargo run --release -p roxlap-scene-demo).
  • PORTING-PARTICLES.md — the PS-stage design history and benchmarks.