Particle systems / C++ / Direct3D 9

Quantum

Historical project

I started Quantum as a 2D particle editor and turned it into a 3D graphics and physics sandbox. I wanted to adjust the rules and see what kinds of motion emerged.

The 2D point-sprite editor

I used DirectX point sprites to draw the particles in my first editor. The controls let me change how they’re emitted, how they move, and what they look like as the effect runs.

When I added sinusoidal motion along the particles’ radial axis, the effect reminded me a little of Windows Media Player’s Battery. That experiment became the flow-field prototype for Trippendicular.

Quantum in 3D

The later versions added a 3D camera, mesh rendering, configurable spawn shapes, and a dedicated panel for physics properties.

Gravity and charge

I experimented with classical forces between pairs of particles, using their mass and charge to change how they move. One saved preset, 3BodyOrbit.pfx, sets up three particles with gravity enabled.

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