Here is an IOTD for anyone interested in particle system, generic editing system and 3d UI.
The central UI is an XML/Property Set editor. The structure edited here is a DVE.
The UI system is using a Direct3D or OpenGL module for all its rendering.
The look is achieved using a custom Stardock DirectSkin file loader that pack the data into 3d texture.
Surrounding the UI shot we see different sample of the FX configured as Particle Wipes.
From a screen going up in smoke to a 3d plane flying away with shadow and pixel dust.
The particle system offer over 40 keyframable emitter & behaviors parameters enabling a wide range of result.
The UI show the editing of the first keyframe of the first object residing on the second video layer.
The spline system include a compiler & interpreted for expression evaluation, the x86 compiler is invoked at FX load time.
In this UI we can see that the X component of the gravity vector is modified using a sine wave based on a global 'time' variable.
By making the Spline manager, FX system & Editor discreet component its then possible to create new class of FX and have them automatically supported throughout.
The system will let a user add an expression on a member of sub structure. Most registered base type are also exposed as sub structure making it possible to animate the alpha component of a color part of a structure thru a complex expression.
Currently we only used this tool in house but plan to release it at some time for third party content creation.
Stephan Schaem (a.k.a T21)
PS: This particle system exercise the Rnd() function shown in a previous IOTD.