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Particle Scatter Fountain

Particle motion and scatter are rendered from real UPE emitter, particle, and collision code rather than decorative loops.

CoreApplied
CoreApplied
engine captureadaptive proof playback ยท event-aware ยท no synthetic interpolationpublic proof
adaptive proof artifact ยท public / event / debug
Particle Scatter Fountain
Particle motion and scatter are rendered from real UPE emitter, particle, and collision code rather than decorative loops.
up to 96 live particles~0.10โ€“0.20 ms refscene-capable

What you are seeing

Scene

A two-emitter particle scene that throws a fountain and a side scatter plume through gravity and collision response.

Why it matters

Show continuous particle emission, spread, gravity, and collision-driven scatter in a readable engine-backed field test.

Pass condition

The fountain should arc upward, spread, and scatter back down in a visibly physical way.

Proof views

Use Public proof for the clean buyer-facing read, Event focus for adaptive slowdowns around the key moment, and Debug proof for contact cues, overlays, frame numbers, and proof-lane instrumentation.

Metrics strip

ref step time~0.10โ€“0.20 ms ref
body countup to 96 live particles
constraint countemitter queue + particle collisions
dt1/60 s
iterationsparticle step
proof statusscene-capable
platformWindows x64 / MSVC
benchmark notefx reference
Technical drawer

Command / source path

build\bin\examples\particle_emitter_demo\main.exe

Systems exercised

  • particle system
  • emitter pool
  • gravity
  • drag integration
  • particle collision

Known limitations

  • This is a proof scene for particle dynamics, not a full cinematic VFX authoring workflow.

Recommended context

Useful when a buyer wants visible evidence that UPE can handle particles, debris, spray, or secondary FX-style motion.

Determinism status

  • same build: scene-capable within the reference setup
  • cross-run: validate in deterministic config
  • cross-platform: not broadly claimed
  • snapshot / restore: supported by broader tooling

Related proof

Box Stack Stability

Stable stack under repeated runs with consistent contact resolution.

View test

Mixed Shape Resting Contact

Mixed primitive contacts settle cleanly without obvious interpenetration drift.

View test

Friction Ramp Comparison

Material tuning produces readable, repeatable sliding behavior.

View test