School of Fish

This is an example of a full particle-driven behavior inside a real-time engine. The fish here are what we like to call "smarticles", they are particles behaving as intelligent game-objects thanks to scripting and unique PopcornFX features like spatial layers. This allows level design teams to easily add life to their environment, with actors behaving as living things, evolving on their own, or even reacting to the player's input.

School of Fish

Behaviors are defined inside the PopcornFX editor and parameters are then exposed to the engine,
allowing for level artists to tweak values per FX instance.

Behaviors are defined inside the PopcornFX editor and parameters are then exposed to the engine,
allowing for level artists to tweak values per FX instance.