flutter3d_particles

A pool, an emitter, and one draw call.

final particles = ParticleSystem();
renderer.addContributor(ParticleContributor(particles));

particles.burst(effect, at, direction: normal);
particles.advance(loop.lastFrame);

Every live particle in a scene is drawn in a single instanced call, on any backend the engine has. The pool is fixed and reused: a system that allocated per particle would spend a frame's budget in the garbage collector at exactly the moment something exploded.

Advanced with the frame the simulation accepted, not with the raw delta — GameLoop.lastFrame — or the smoke drifts away from the world it is attached to on any machine that drops a frame.


Part of flutter3d, an independent implementation of a 3D engine for Flutter — not a fork or a binding of another engine, and not affiliated with the Flutter team. Three switchable rendering backends: Impeller via Flutter GPU, WebGL2, and a software rasteriser. glTF, OBJ and .f3d loading, six lighting models, shadows, bloom, skinning, animation, BVH culling and picking; a deterministic fixed-step game layer with collision, navigation, positional audio, and gamepad and touch input. Three example games — shooter, platformer, racing — each built on its genre package: flutter3d_game_shooter, flutter3d_game_platformer, flutter3d_game_racing. A new game starts from the editor's scaffold, which writes one from a template: flutter3d.pleion.dev/first-project/. Documentation: flutter3d.pleion.dev.

Libraries

flutter3d_particles
Particles for flutter3d: a pooled simulation, and one draw call.