Points Cloud Particle System

Remember Dude Meets Endgame with its external link?

Now available in a PG https://www.babylonjs-playground.com/#UI95UC#17 since a PCS (Points Cloud System) is now available in BJS. Try changing #17 to #0 through to #26 for more PCS examples.

X Docs coming soon. X Docs arrived already


This is an astonishing work ! Congratulations !!! :slightly_smiling_face: :slightly_smiling_face: :slightly_smiling_face:
You’ve even implemented the point intersections. Wonderful !!!

This is really a complete new tool in BJS, something to build so many possible things because of its incredible versatility.
I can see that you’ve got back some identical method signatures than the SPS ones, what I think it’s a good idea imho, because it will be easier for people to learn and it brings some consistency in the framework naming conventions.

Very good work, congratulations again :slight_smile:


LOVE IT! Thanks a lot @JohnK! This is really good job!

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He also did the point parenting !! huge !!!

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I really like this one : https://www.babylonjs-playground.com/#UI95UC#21
so few lines of code and such a nice effect !

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Excellent! We should create a demo for the 4.1 release!


@JohnK jKing - jedi master.

Like these 3 to make dust storm on mars as part of web cinematic:




Thank you for new toys.

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interesting, what are some applications for this? I really like https://www.babylonjs-playground.com/#UI95UC#21

But am trying to figure out when and why this would be used?

I wonder if this would be good for metaball water simulations.

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Actually, in this forum and in the former one, they were plenty requests about the usage of a point cloud, mainly static : effects on a mesh, data/statistics rendering, or something more “geometrical” than standard particles.

The Points Cloud Particle System can now handle all this… and much more by the ability to animate the points like particles (better than particles because you can easily implement your own behavior not depending on emitters), but also by the extra feature, like setting uvs, colors, managing point collisions with meshes or point parenting with other points.

You can then use it for all the previously mentioned needs, but also for some fluid simulations, particles with dedicated physics, live data animations, etc, etc. This tool is really powerful because of its versatility and because it does everything fast (on draw call) and it’s based on the standard BJS mesh object, so it has also all the mesh features :slight_smile:


Already a great doc \o/
Thanks @JohnK :slight_smile:



Thank you for the summary, I’ll have to take a look at what I can whip up

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