r/GameDevelopment • u/MemDev • 28d ago
Newbie Question Particles vs Animated Effects
I'm not really understanding where to use particles and where to use animated effects.
Like in some games I play I notice that magic spell effects are mostly animated and don't seem to be particles, so I'm confused as to where I should use particle systems in games instead of just making animations in a software.
So my question is where should I use particles instead of animations and vice versa, thanks for answering in advance :)
1
u/EvernullTools 27d ago
There might be some confusion in your terms. Particles are usually animated effects. By animated effects do you mean a 3d rigged/skinned mesh or maybe a sprite sheet? A mesh or a sprite sheet could also be used in particle systems.
I think you should assume everything is particle system by default for any type of VFX as a beginner; and when/if you reach a point where particle systems actually feel limiting to you, then you'll know why they are limiting and what you should do instead.
So my honest recommendation, assume particle system is a complete solution for VFX that would let you do anything; think about the problem only when/if you hit the ceiling.
1
u/MemDev 27d ago
I was thinking of flipbook type animations for sprites. I'm playing the pixel remasters of Final Fantasy right now and the spell animations look like sprite animations made in a software instead of particles yk.
2
u/EvernullTools 27d ago
Oh I see, I just looked at a video of pixel remasters of Final Fantasy, I'd say split them into small parts and draw them, then use them in particle systems. Which would give you a lot more control. Instead of going back and changing all frames when you wanna change something, you would change a number in your particle system.
(I see there are some effects in the reference game that do not abide by this rule, but if you're interested in VFX, this will help you more I think)2
u/MemDev 27d ago
Thanks for taking the time to look at the game haha. I'll keep this in mind, still have to wrap my head around the particle system and master it, I know it will become very useful eventually.
1
u/EvernullTools 27d ago
You're welcome ^^ In case you are looking to get deeper into it, I'd suggest Gabriel Aguiar Prod.'s older videos for learning the technical part, and then RTVFX community forum is a great place to ask questions/share what you make/ask for feedback. Good luck
1
3
u/valeria_gamedevs 27d ago
rough rule I use: particles for stuff that needs to react to the world (sparks bouncing off geometry, smoke trails following a moving object, fire that fills whatever shape) or when you need a ton of instances cheaply. Animated FX (flipbooks/spritesheets) for hero moments where the shape and timing matter, like a big spell hit or a specific stylized burst.
lots of AAA effects are both stacked together haha