All posts in News

Already a little over 2 months since the last release but finally I got this one out. This is quite a big release with a lot changing under the hood which meant a lot of refactoring and then a few headaches getting the mac version up to speed but I got there in the end. These are the main changes: API Re-factor which changes how you get sprites from TimelineFX to the GPU. This is a really positive change that I’m happy with. Before this change, in order to draw sprites that timeline fx produced you would basically have to Read more

2D Paths in timelinefx

Another new alpha version has been uploaded with more new features and improvements. Here’s an overview of some of them:   2d Paths Paths are now available for 2d as well as 3d. They have pretty much exactly the same features as the 3d paths with the obvious exception that there’s no z axis for some of the settings. Otherwise the same generators are there plus I added a basic selection of preset paths under the Add Emitter menu. There’s still a lot I want to do to improve the interface for creating paths such as direct node manipulation and Read more

I’ve been very busy with the latest releases that I didn’t have the time to update these blog posts but thought I should have a quick catch up so here’s a round up of the latest additions.   Paths A big new feature is an emission type called paths (currently 3d only). This is where you can create a path that particles can spawn and travel along allowing for a great range of new effects and emitters to be created. This is a feature that is still under development as it’s not easy to create the interface that makes them Read more

Spin particles on all axis TimelineFX

Just a quick update! I’ve mainly been working on adding spline paths in to the library the last month which I’m still working on but I wanted to just get a new alpha out which fixes a bunch of bugs and also introduces a simple but very effective feature where you can now spin particles on their pitch and yaw axis. Previously you could only spin particles on the axis that faces the camera but now you can set the Particle Rotation settings to free align and then adjust the spin attributes under particle behaviour. I also added the ability Read more

TimelineFX author notes

This is the final update for version 25 where I’ve been focusing on help and documentation. In this version I’ve added 2 new features to help new and existing users get a quick insight into how each effect and emitter works.   Insights I’ve introduced a new tab labelled Insights. On this tab is auto generated documentation for each effect that gives a brief overview of the main properties that are used. Each property that is referenced has a link that you can click on that where that property is so you can easily get to grips with where things Read more

about popup window timelinefx

I just uploaded the latest alpha which builds on the last version with a brand new help section! This help is entirely in the editor and searchable by key word. It even works like a simple browser where you can go back and forward to previous sections you were looking at and it also has links that link either to other help files in the editor or externally too. I also added an About pop up that opens up on start up. It’s pretty basic for now but I can improve it at a later date. Both the about and Read more

Compute shader prerecorded particle playback

Happy New Year! Alpha version 24 has now been released. It has been a very busy period for me over the holiday, and a real time of learning new things.   Bounding Boxes for Sprite Data Something I wanted to accomplish was calculating the bounding boxes for each frame of a sprite data animation. This is where you can pre-record your effects and simply use a compute shader to interpolate the compressed data to playback the effects. It is a very fast way to use effects, as almost everything happens on the GPU. All the CPU has to do is Read more

I just completed a refactor of the TimelineFX library so it’s further along in terms of stability of code, ie., less chance of me making a lot of breaking changes. I mentioned in the last post what I’d be working on but here’s what I did: Implemented my memory allocator for much cleaner memory management. A large memory pool is now allocated on initialisation and then sub allocated from. If the pool runs out of space then a new pool is automatically added. This of course can be overridden if anyone wants to use their own allocator instead. I did Read more

New alpha version released powered by a new renderer! So last blog post I mentioned that I wanted to refactor the renderer I use and also write a memory allocator and both those things are now done! It was a lot of work the last 3 months but I’m really pleased with the way things are going.   Zest Pocket Render So I did a complete rewrite of the renderer (based on the previous one) and also re-wrote it in c which I really enjoy using. Zest is a very minimal but flexible renderer which currently focuses on rendering sprites Read more

Just uploaded a new Alpha version of the editor, which doesn’t have too many new features but does have a huge amount of new stuff going on under the hood. Fully implemented SIMD for updating particles I’ve spent a long time thinking about how I would go about doing this ever since taking on the rewrite of TimelineFX from the beginning. Being relatively new to C/C++ and SIMD in general, it has been a step-by-step process to get to this point. In the last blog post I made, I talked about how I made things multithreaded, and now I’ve added Read more