Skip to content

Latest commit

 

History

History
83 lines (53 loc) · 5.77 KB

quasar.md

File metadata and controls

83 lines (53 loc) · 5.77 KB

Quasar(Veil) Cheatsheet

I do not take any guarantee for the Informations provided here since they can change any day depending on Veil.

This document is supposed to give you a quick overview over the various files you need to compose Particles with Veil and Quasar, it‘s Particle system.

Terminology:

Veil is a Minecraft mod developed by FoundryMC.

Quasar is their Particle system built into the mod

Codecs:

Quasar uses so-called Codecs to read it‘s particles from Resource Packs. If you are not familiar with what a codec is, read it up here or here.

When you don‘t know what a entry should look like, search it up on Veil‘s Github or, if it is a Minecraft Codec, using linkie

Overview

File Relative Path Function Link to Specification
Particle Emitter emitters Define informations for spawning this particle Github
EmitterSettings Part of Particle Emitter file Links emission shape and particle settings Github
Particle Shape modules/emitter/particle/shape Defines where relative to the emitter to spawn particles Github
Particle settings modules/emitter/particle Defines a few properties like size and lifetime for each particle Github
Particle Data modules/particle_data Defines the modules for this particle Github
Modules modules/ Control the particles behavior while existing Github

For examples see the example Resource pack for Particles.

For installation instructions see the Veil wiki.

All relative paths go off of assets/<mod_id>/quasar/.

Particle spawning process

flowchart
emitter[Particle emitter]
data[Particle data
=>List of Modules]
modules[Particle Modules
Run every frame/tick]
particle[Individual Particle]
shape[Shape]
settings[Particle Settings
=>Lifetime and size]
emitter--spawns using-->shape-->particle
emitter--supplies-->settings-->particle
emitter--applies from file-->data-->particle-->modules-->particle

Loading

Particle Emitter

A particle emitter is, as the name implies, a point in Space that spawns Particles. It defines some additional data about itself and the data the spawned Particle(s) will consist of.

Particle Emitter Shape

When multiple particles are spawned from the Emitter, it defines the shape in which to spawn them. See the Github for a list of available ones. Every Emitter has a Vec3f (aka: a list of three decimal numbers) for its size and rotation.

Particle Data

The Particle Data defines a list of Particle Modules that should be attached to this Particle when spawned.

Particle Modules

A module can do various things when applied to a particle, for example make it have Physics or render a trail behind it.

List of all particle modules

There are the following base types of Modules on which all other modules are based on:

Additionally to these base modules, there are also Force and Collision Modules which are shipped with Veil.

These modules are ran, depending on the module, while the particle exists or when it is spawned. A rendering module will be ran every frame, whereas init modules will, as the name implies, only run when the Particle is initialized, Update modules when it is ticked

When using them, you create a new instance of this module with the arguments you give it. Please keep in mind each Module can have it‘s own, unique parameters, for example the Trail Module allows you to define color, width and texture.