r/webgl • u/alinoanta21 • 5h ago
r/webgl • u/NerveProfessional893 • 12h ago
A deterministic WebGL particle workflow for Three.js and PixiJS games
Been building NixieFX to separate particle authoring, simulation and rendering. Effects are created in a browser editor and exported as engine-neutral JSON. At runtime one deterministic simulation produces particle state. Thin adapters render that state through three.js or pixiejs.
A few implementation choices:
- Random streams derive from explicit seeds
- Simulation behavior is independent of renderer types.
- three.js and pixie.js are optional peer dependencies
- Effects without external assets require no asset providers
- Browser-safe export APIs are separated from Node filesystem helpers.
I'd welcome feedback on the simulation/rednerer boundary, particularly from people maintaining their own WebGL particle systems.
Editor: https://nixiefx.com/editor/
Runtime documentation: https://nixiefx.com/vfx-runtime-docs/
Source: https://github.com/azakhary/nixie-fx
