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VFX & Particles

HxEngine’s visual-effects system is a GPU-compute particle system — simulation runs entirely on the GPU, with no CPU readback.

A particle effect is a set of emitters, each composed of stackable modules — 15+ built-ins including rate, spawn shape, gravity, color, size, attractor and vortex. Compose them to build behaviour without writing code.

The renderer dispatches compute for simulation and draws particles as billboards or ribbons, using indirect draws and a shader-variant cache so each module combination gets an efficient shader.

Effects expose typed parameters (float / float3 / float4) that are accessible inside the particle shaders and can be overridden at runtime:

asset defines: "Speed" (float) → shader macro Param_Speed
runtime: instance.SetParameter("Speed", 10)

This lets gameplay drive effects — intensity, color, direction — live.