INTEGRATION of EFFEKSEER

Great progress so far…thank you very much…you rock!
but…i don’t understand something…
You batched files of the whole folder of effect to json?..am rite…? that’s just to awesomw to believe…
then after that you need to initiazlize first the json to do things…correct?
…do you think this can be tuned up to a dedicated object in GD?
i see that position and rotation works…is possib le to scale too? …

…really thank you so much!..i cann’t believe it

yep did that to consolidate all the subfolders efk needs into one file.

for dedicated gd objects idk, gdevelop staffs are prioritizing something else

For the scale, I’ll add a scale x,y,z function

UPDATE added a scale function

usage:

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It doesn’t need to be built in the engine to be a custom object. For instance, the 3D particle emitter is in an extension.

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oh okay so we gonna make a custom object instead of a dedicated object?

I don’t know, but they are kind of are the same thing if you don’t really need child-objects.

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@planktonfun
about performances…

How heavy do you think it is in terms of performances?

Do you think it would be a problem to spawn 4-5 effects on screen at once…

…i mean …compared for example to the 2D particles emitter (even if they’re 3D)?

performance is very heavy depending on the effects, there’s a soft cap inside effekseer wasm where it won’t display anymore particles when it hits the limit (that’s where you need to destroy and create the effect again to free memory). there’s also frustum culling which I disabled in the extension, enabling it will increase performance but its not perfect yet since each effect has different shapes and sizes

I understand…as i thought…thx

@RMDB @davy

For custom objects implementation:

usage:

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Well…effects looks awesome…and i don’t have any fps drop…with all 4 effects at once…but i’m even on a ryzen9 with a 3090 24gb…(for what matters)…and ofc the scene is simple…

…anyway looks really cool, hope devs will consider tuning this for better integration…where possible.

Edit:i’ve noticed a little load lag (about 10ms) only the first time effects are loaded …but i guess thaz normal…
and it crashes the preview if you minimize the window and turn back…
i guess bcs effects still runnin in memory…delete em with keypress fixed it.

You can hide the fps drop in with a loading screen

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I understand, but effects are mostly used for hits,traps,sunmons,ecc… something like that.It’s not something that you can stop the game to load.

As they’re rite now, even if working, they can be hardly used on any serious project…looks more like in sort of beta state.

Don’t get me wrong you did something great…and respectable.

If you instead refer to the 3d objects when inizialized…,
i understand your point…to add a load screen

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IDK if that is exactly what Plankton meant
BUT i look at this issue like i seen with longer sound files
If you have some sound that needs time to load before you can play it
So image like longer explosion sound you could of course pre load it
BUT before i learned about pre loading i was going like playing it at beginning of scene with 0 volume once

Now imagine doing same for effect on loading screen for effect

You say i see all larger games having loading screens
Well you know its like pizza
Wanna good pizza it needs to serve its time in oven

Same story here
You need to load some stuff off player eyes so you can use it seamlessly in game
I say its small price to pay

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total agree to have effects preload at game/scene start

Hi everyone,

Effekseer looks amazing, and the work done by Planktonfun is truly excellent. I really hope it will be implemented at some point!

In the meantime, I’ve created two extensions—one simpler and one more advanced—that can help fill the gap while we wait for Effekseer (hopefully I’m not going off-topic).

The first extension allows you to create presets for the Particle Emitter, so you can build your own library of effects, combine them, and, most importantly, modify them quickly, even using just 4 or 5 emitter objects in the scene.

The second one is more complex and still being refined: it allows you to apply many PixiJS effects directly to objects or groups. It’s similar to Trapcode tools, for those who have experience with Visual FX.

I applied it to some simple particle effects with really impressive results!
I talked about it here:
https://forum.gdevelop.io/t/pixijs-super-effects/68630

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