LittleWorm Particle System
Skills: Render, Unity, Homemade Particle System

LittleWorm Particle System is a homemade particle system based on Unity. The system includes various features, allowing the user to change the emission speed, emission shapes, particle color, gravity, wind zone,... and more. More importantly, LittleWorm Particle System works with a Point Cloud-based data structure I designed — LittleWormPointCloud, enabling the user to control the particle system using point clouds exported from .fbx models and animations.
Basic Particle System eatures
In this system, I store the information of every particle in CPU, and then ask the renderer to render each particle accordingly. By changing the information, I am able to simulate the particle system with the combinations of different parameters, as shown above.
Additional Features
As the information of particles is stored in CPU and is accessible though Unity scripts, I am able to create different features by controlling the information.

1. Wind Zone
2. Particle Eraser/Drawer
3. Physic simulation
The particle is interactable with colliders and can be added forces on it.
4. Point Cloud Model / Animation (See More)
By receiving information from the LittleWorm PointCloud, I am able to emulate the information from .fbx files, including mesh data, normal for lighting, and animations. To understand more, see LittleWorm PointCloud.
Conclusion
By building this project, I not only successfully created a CPU-oriented particle system, but also reinforced my knowledge of rendering, including render pipeline, render buffer design, and shader for particle systems. In addition to that, I also learned how to reduce the pressure put on the CPU and GUP when asking them to do heavy tasks. I believe this experience is useful for me to move on to the fields of animation, VFX, and other interactive entertainment.

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