Blog

Here you can find all our activities. We will try to keep you informed about everything on our side. If you subscribed to the newsletter, you will receive notifications about the posts going to be newly published.

RSS
16 Sep 2026

NeutrinoParticles Editor 2.0.17 Released

Editor

NeutrinoParticles Editor 2.0.17 is out, for Windows, Linux and macOS. Stability This release is a stability update. Most of it comes from reports you sent us, and it covers: Copying and pasting an emitter. On some effects — the Portal sample among them — pasting a copied emitter ended the session instantly, taking unsaved work with it. It affected effects where a section of the Emitter Guide had been rewired by hand in the scheme: Start Velocity, Movement (Manual), the generator and Max Life. Closing an effect with a floating Timeline. With the Timeline torn out into its own window, closing the effect — or the editor itself — could end the session outright. Reported from macOS, but the same flaw existed everywhere. Floating panels on macOS. Dragging a panel out into its own window occasionally produced a window covering the whole screen, with the panel drawn as a small rectangle in the middle. Graphics The GPU renderer now starts on AMD cards. Generated shaders carried a precision statement that strict desktop OpenGL drivers reject outright, so on those cards the GPU renderer would not initialise at all — neither in previews nor in exported effects. Existing effects need no changes, but re-export to pick up the fix in generated code. A driver rejecting a shader is no longer silent. Such a failure used to leave the preview simply empty, with nothing explaining why and no report reaching us. The editor now says what happened and, when the whole GPU renderer is affected, suggests switching to the CPU renderer so you can keep working. That reporting is how the AMD problem above came to be found: these failures depend on the specific graphics card and driver, so they cannot happen on our own test machines. For PIXI GPU-compressed textures — KTX/ASTC, BC7 and ETC — now render correctly. Such a texture cannot be premultiplied while loading, because the browser’s premultiply step does not apply to compressed uploads, and the renderer now honours that instead of assuming otherwise. A soft glow that came out as an opaque disc on Add materials looks right again, and ordinary images are unaffected. The fix ships in the updated PIXI v7 and v8 runtimes. Getting it 2.0.17 is on the downloads page, and the editor will offer it to you automatically. The full release notes list everything. If something looks wrong, tell us — crash reports include the effect you were working on, which makes them far more useful.

Read more
10 Sep 2026

NeutrinoParticles Editor 2.0.16: AI Agents Can Now Drive the Editor

Editor

NeutrinoParticles Editor 2.0.16 is out, for Windows, Linux and macOS. AI agents can now drive the editor The editor ships with an embedded MCP server, so AI agents — Claude Code, Claude Desktop and other MCP clients — can work in it alongside you. An agent sees the interface as a tree of named elements and drives it the way a person would: clicks buttons, switches modes, picks from menus, sets values in any panel or dialog. It can open projects, create and edit effects, undo and redo, configure exporters and export effects. Every action it takes is a single undoable step, so anything you disagree with is one Ctrl+Z away. Nothing happens behind your back. Signing in stays a human action. If an agent closes the editor with unsaved work, the usual prompt appears and the agent has to show it to you rather than answer it for you. Agents also hit walls that we never see — something unreachable, confusing, or simply broken. When that happens, an agent can send a feedback report with screenshots straight to us. Only with your explicit consent, from a signed-in account, and carrying nothing beyond the editor version, your OS and the active renderer. It is off by default. Turn it on in Editor Settings, or start the editor with --mcpServer. The server listens on 127.0.0.1 only — it is not reachable from outside your machine. Colour codes for emitters Once an effect has a lot of emitters, telling which timeline flag or which window belongs to which one gets hard. Right-click an emitter in the Emitters panel and pick Color Code: Auto Color picks a bright colour for you, keeping it as far as it can from the ones already in use, Custom Color opens a full colour picker. The colour then shows as a small flag next to the emitter's name and on its generator flags in the Timeline, so everything belonging to that emitter reads as one at a glance. Colours are saved with the effect. A new value type: Particle Speed Any 1D value can now read how fast a particle is moving, straight from the value type menu — no need to build it out of Particle Velocity and a length expression. It works on its own and as the X axis of a graph. Effects already using the Over particle speed graph keep working exactly as before, while getting simpler inside: every value reading the speed now shares one calculation instead of each carrying its own. Fewer random crashes The preview runs your effects on V8, the JavaScript engine behind Chrome, and it has been upgraded from a two-year-old version to the current one. That closes a rare crash that could take the editor down while you edited a value or an expression, and previews now behave even closer to what your effect will do in a real browser or game runtime. On Windows, international text APIs in preview scripts work as they do in a browser instead of closing the editor. Beyond the engine, this release fixes crashes when adding a graph key by clicking on a curve, when pasting certain emitters, when several projects are open at once, and when files change on disk while a dialog or menu is open. The editor is also far less likely to shut itself down when a screen-capture tool or shell extension briefly holds its window busy — that pause is no longer mistaken for a freeze. Crash reports from macOS and Linux now say what actually went wrong. They used to arrive missing the one log line that names the problem, which made them hard to act on. Nothing changes in how the editor behaves — it just means crashes get fixed faster. Getting it 2.0.16 is on the downloads page, and the editor will offer it to you automatically. The full release notes list everything. If something looks wrong, tell us — crash reports include the effect you were working on, which makes them far more useful.

Read more
03 Sep 2026

NeutrinoParticles Editor 2.0.15 Released

Editor

NeutrinoParticles Editor 2.0.15 is out, for Windows, Linux and macOS. Stability This release is a stability update. Work across the editor is now steadier, with fixes in the preview and timeline, the project and emitter trees, the Area editor, generators, and the emitter scheme. Heavy effects behave better too: if a preview simulation ever stops responding, the editor no longer waits on it — that effect’s preview stops on its own, and the editor stays fully alive so you can keep working and save. For Cocos Creator Particles now render correctly on Mali GPUs — Samsung Galaxy S10 and S20 and other Exynos-based devices — where textures and colours could come out wrong. The fix ships in the updated Cocos Creator extension and in the PIXI, Phaser and web runtimes. Getting it 2.0.15 is on the downloads page, and the editor will offer it to you automatically. The full release notes list everything. If something looks wrong, tell us — crash reports include the effect you were working on, which makes them far more useful.

Read more
31 Aug 2026

NeutrinoParticles Editor 2.0.14 Released

Editor

NeutrinoParticles Editor 2.0.14 is out, for Windows, Linux and macOS. Graphs over anything Until now a graph could only run over time, or over one custom value, and you had to pick which kind up front — six separate types in the menu. Now there is one Over value. You choose what its X axis is: particle life, particle speed, a value of your own, or something you build from several. The old menu entries are still there as shortcuts, so the quick way to a graph over particle life is exactly what it was. Your existing effects open unchanged and export exactly as before. For example, the color of particles as a Graph over Nuber of Particles: Two new things a value can read Any value can now read how many shots a generator has fired, or how many particles are currently alive. Use the shot count to make each burst different from the last — a different colour, size or direction every time. Multi-Value in one click The value menu now offers a × b and a + b ready-made. One click builds the whole thing instead of you switching the value, adding a row, typing a number and typing the expression. A graphics problem no longer closes the editor If the preview hits a graphics problem, only the preview stops now — you get a notification and a red border, and the editor keeps running so you can save your work. Opening an effect starts the preview again. Smaller things Collision shapes each have their own button in the preview toolbar, so adding one takes a single click. Path points snap to the grid while you drag them. Origin has its own icon in the Emitter Guide instead of sharing one with Starting Position. And in the Chinese interface the preview now reads in Chinese too, where it used to show question marks. This release also fixes a rare crash when closing or deleting an effect, and an error that appeared when shutting the editor down. Getting it 2.0.14 is on the downloads page, and the editor will offer it to you automatically. The full release notes list everything. If something looks wrong, tell us — crash reports include the effect you were working on, which makes them far more useful.

Read more
22 Aug 2026

NeutrinoParticles Editor 2.0.11 Released

Editor

NeutrinoParticles Editor 2.0.11 is out, together with updates across the runtimes and the website. 2.0 was a big release; this one is about living with it. Three things stand out: updating the editor no longer deletes your files, the interface now speaks Chinese, and the Emitter Guide can drive any 3D value with noise, without touching the scheme. Updating no longer takes your effects with it This is the important one. Until now an automatic update cleared the whole editor folder before unpacking the new version — so if you kept effects in there, next to the bundled samples, they went with it. The editor now knows which files are its own and removes only those. Anything of yours in that folder is left alone. Updating from an older version still has to clear the folder, because those versions never left such a record — the editor warns you first and lets you cancel and move your files out. Either way, the bundled samples are always replaced, so if you have edited one, save it under a different name. The editor speaks your language A Language setting in Editor Settings switches the interface between English and Simplified Chinese, and by default the editor follows your system language. The whole interface is translated — menus, dialogs, the block palette and scheme, the Emitter Guide, block properties, the graph editor. Block tooltips deliberately keep the original English block name alongside the translation, so Chinese users can still follow English documentation and video tutorials. A Chinese font ships with the editor, so the interface reads correctly on any system. Your effects are untouched: names, presets and exported code stay exactly as they were, and a project saved in one language opens identically in the other. A new Noise value in the Emitter Guide In the Emitter Guide, any 3D value — a colour, a size, a position offset — can now be driven by a 3D noise field. You pick Noise from that value's type menu, the same menu you already use to switch a value between a constant, a random range or a graph. No scheme editing needed. By default the field is sampled at the particle position, so it reads as a coherent field in space rather than as per-particle randomness: particles near each other get similar values, and drifting through the field makes them flow. Smoothness, animation speed and output scale are all exposed, and the scale can itself be randomized or animated. Elsewhere in the editor The path editor gained a Reverse Direction button, which flips the direction a path runs in while keeping its exact shape, Bezier handles included. The Emitter Scheme canvas is now darker than the panels around it, so the scheme no longer blends into its neighbours. The interface font now looks the same on Windows, macOS and Linux, which it previously did not. And the editor no longer gives up on itself during an ordinary slow moment — such as a file dialog opening a folder on a network drive — instead of costing you the session. Runtimes and exporters PIXI v8: effects are drawn in the right place again. Anything added to the stage before an effect was being painted on top of it instead of underneath, so the effect looked stuck behind the scene. GPU renderer: the preview now matches the exported effect where it used to differ — very bright particles are capped the same way in both, and values driven by system time animate correctly at particle construction instead of staying frozen. The Cocos Creator and MonoGame packages, and the JavaScript, C# and GPU exporters, are all refreshed alongside this release. On the website Signing in and signing up were mangling passwords containing certain characters, which is why the site would sometimes accept a password that the editor then rejected. That is fixed. Registration links, which are single-use, now explain themselves instead of showing a bare error when clicked twice, and a fix to the site's scripts now actually reaches returning visitors rather than sitting behind a stale browser cache. The documentation has new pages for the Noise value type, the language setting and the path Reverse Direction button. Stability This release also clears out a run of crashes: opening an effect that contains a mirrored emitter, switching between GPU effects, changing the dimension of a multi-row value, and editing in the Emitter Guide while the panel refreshed underneath you. Along with those, a half-typed value name is no longer silently saved when the panel refreshes. The release notes describe each one in detail. Getting it 2.0.11 is available for Windows, Linux and macOS on the downloads page. The JavaScript and C# runtimes update through npm and NuGet as usual. If you hit something odd, tell us — crash reports carry the effect you were working on, which makes a report far more useful than it used to be.

Read more
14 Aug 2026

NeutrinoParticles Editor 2.0 Released

Editor

NeutrinoParticles Editor 2.0 is out. This one took a while, and it is the biggest release the editor has had. The preview, the timeline and the Emitter Guide were all rebuilt, and along the way particles learned a few things they simply could not do before. Rather than list everything here — the release notes do that in full — here is what we think you will notice first. Particles can hit things now This is the one we are most pleased with. Particles collide with static surfaces — planes, spheres, boxes and capsules — and they bounce off, slide along and settle on them. Give a particle a radius and it collides as a sphere rather than as a point, which is the difference between sparks that skitter across a floor and sparks that sink halfway into it. Bounciness and friction are carried per particle and combined with the surface's, so a rubber ball and a steel bead can behave differently on the same floor. It works from the Emitter Guide as well as the scheme, so an effect can be given a floor without touching a single block. And it exports — JavaScript, C# and the GPU renderer all understand collisions. One timeline for the whole scene Every effect in a scene now plays under a single shared playhead, each with its own coloured population curve. You can see how they fill and fade against each other instead of guessing. You can move and rotate an effect along the timeline and the preview records the motion, replaying it exactly on seek, loop and restart. Heavy effects were the other half of this work. GPU playback now simulates ahead of the playhead, so effects with 100k+ particles hold a steady frame rate where they used to crawl. When an effect really is too heavy for real time, playback no longer freezes — the timeline slows down, keeps advancing, and tells you it is catching up. Ribbons, spin, and a grid Stripes turn an emitter's particles into a continuous textured ribbon — smoke trails, energy beams, swooshes — with its own size, colour and rotation. Self Rotation gives each particle its own spin, independent of how its quad faces the camera. And the new Grid block places particles on an evenly spaced lattice: give it columns, rows, width and height, feed it a Random to scatter particles across it, or a curve to walk them from node to node as they age. You place it visually in the preview, with corner handles and a gizmo. The Emitter Guide grew up Attached emitters can be added, targeted and configured without opening the scheme at all. Any row of a combined value can now become a combined value of its own, up to four levels deep — so a base size plus a randomized variation no longer means leaving the Guide. Sections can be reordered by dragging them, and the way you fold them away is now remembered by the editor rather than by each effect, which is how it should have worked from the start. And a lot of smaller things A rebuilt 3D path editor with a proper closed-loop mode. Emitter folders. Copy, paste and presets on every group. Per-mode camera memory. Straight lines in painted areas with Shift. Export straight from the project tree. An axes setup with presets for PIXI, Unity, Blender, Unreal and 3ds Max. A refreshed dark theme, redesigned notifications, and version-matched documentation behind every “Read more…” link. Opening an effect saved by an older version no longer marks it as unsaved, either — the format upgrade happens in memory, and you resave when you actually want to. Getting it 2.0.10 is available for Windows, Linux and macOS on the downloads page. Effects made in 1.4 open and keep working. If you hit something odd, tell us — crash reports now carry the effect you were working on, which makes a report far more useful than it used to be. And if you build something good with the collisions, we would genuinely like to see it.

Read more
15 Nov 2024

NeutrinoParticles Editor 1.3.0 GPU Released

Editor

The video script for those who likes to read: Hello! In this video, I am excited to present to you the new version of NeutrinoParticles Editor, where effects now operate with full GPU acceleration. This means that both updating and rendering are fully executed on the device’s GPU, freeing up the CPU for other tasks. Most of this video will focus on the differences between this editor and the previous version, where effects were updated on the CPU. So, in short, this is the same editor that works on Windows, Linux, and Mac OS, but it has: A revamped internal renderer, with all effects now operating with full GPU acceleration. A new approach to particle generation and a revised set of generators for the Emitter Scheme. Updated blending modes. Updated particle sorting modes. The ability to export effects only as GPU files (shaders), which are compatible only with GPU renderers and won’t work with previous versions of renderers. A new full-screen bloom effect, where colors brighter than one start to glow. Now let’s take a closer look at each of the changes. In the preview window, you can immediately see the effect running with full GPU acceleration. This new technology was developed specifically for NeutrinoParticles and has no analogs, as it can run on any device—desktops, mobile devices, and even browsers, including mobile browsers. This technology allows using up to 100 times more particles in effects compared to versions where updates happen on the CPU. [For example, in this effect, you currently see 500,000 particles running on a laptop with an integrated GPU. We can easily increase the count to 1 million, and the effect will still run smoothly.] The maximum number of particles you can use in projects depends on the target devices. In mobile browsers, this can range from 5,000 on very old devices to 400,000 on the latest models. Therefore, it’s best to group devices and create different effects with varying complexity for each group. The particle generation system has been changed. Now, all rates in the generators are specified as a percentage of the emitter’s capacity. So, if the rate is 50% per second for an emitter with a maximum of 200 particles, that will be 100 particles per second. This is designed to encourage designers to be more mindful of the maximum number of particles in an emitter, as memory is allocated for all particles, and even dead particles consume some computational power. An additional benefit of this approach is that by changing just one parameter, you can adjust the intensity of the effect without needing to change the emitter’s capacity. There are now four types of generators available: GenApproxRate - generates particles with a natural irregularity and an approximate rate. You can also change the rate during the effect's runtime. GenApproxDistance - similar to the previous one, but generates particles based on the emitter’s traveled distance. GenEvenPeriodic - generates particles uniformly but has some rate restrictions. The total generation period must be greater than the maximum lifetime of a particle in the emitter. GenApproxManual - generates a specified number of particles at specific times set by the designer. Let’s take a closer look at each of them. By default, new effects use the GenApproxRate generator. It has a corresponding section in the Emitter Guide. This generator produces particles irregularly, creating a natural variety in generation. [If we change the total particle count in the emitter, you’ll be able to see this irregularity.] The advantage of this generator is that you can change the rate during the emitter's lifetime. There is a time limit available, but no limit on the number of bursts. This generator is well-suited for large numbers of particles or when random deviations in rate and irregularity are needed. The second type of generator, GenApproxDistance, is very similar to the first in terms of characteristics but generates particles based on the distance traveled by the emitter. It also has a section in the Emitter Guide. It’s useful for creating particle trails behind moving objects or other particles. The rate for this generator is set as the distance the emitter must travel to generate 100% of the particles relative to the emitter’s capacity. The following two generators are currently only available for the Emitter Scheme and do not have sections in the Emitter Guide. GenEvenPeriodic is a generator that uniformly generates particles at a specific period. It offers a rich set of features, including time and burst limits, a delay before starting generation, and bursts where multiple particles are emitted at once. However, there are restrictions: all these parameters must remain unchanged during the emitter’s runtime, or unexpected behavior may occur. Additionally, the rate must be set so that the total generation period of all particles in the emitter exceeds the maximum lifetime of a single particle in the emitter. This might sound complex, but it’s actually quite straightforward. Particles are emitted sequentially: first, second, third, and so on, until the last one in the emitter. Then the first one is emitted again, and by that time, it must already be dead to be generated again. If it’s still alive, that burst will be skipped. To make calculations easier, there’s a Particle max. life field where you specify the maximum particle lifetime for the generator to consider, and the rate is automatically recalculated. [For example, if we change the particle lifetime to 1 second, we also need to recalculate the generator rate accordingly.] Note that this field does not define the actual particle lifetime; it’s just an auxiliary field for calculating the correct generator rate. Similarly, the GenApproxRate generator has an auxiliary field that recalculates the average particle lifetime based on the rate, ensuring that all particles are used to their full potential in the emitter. The last generator available is GenApproxManual. It allows you to manually specify when and how many particles to emit. You can set a working period with a set of bursts, indicating the local time within the period and the percentage of the emitter’s capacity to be emitted. You can also loop these periods and specify the interval between them. Additionally, you can set a delay before the first period. [Right now, the particle lifetime is set to 1 second. Let’s make the working period 2 seconds with three bursts in the first second: 10%, 30%, and 60% of the emitter’s capacity. This will result in approximately 100% of the particles being emitted. Now we’ll raise the emitter’s capacity to 100 particles and set the particles to shrink during their lifetime. You can clearly see these three bursts, with the first having fewer particles, followed by increasingly larger bursts. All of this repeats every 2 seconds. We can also add a 1-second interval between periods, making the total cycle 3 seconds.] As for blending modes, they are now set for the emitter rather than the constructor as before. The available modes remain the same: Normal, Add, and Multiply. Particle sorting now works at the effect level and is also a parameter of the effect. There are two modes available: no sorting and depth sorting. When depth sorting is selected, the blending mode is automatically switched to Normal, as there’s no point in using this sorting mode with other blending modes. Exporting in this version of the editor is only available as GPU shaders (codenamed GPU33, from OpenGL 3.3). These shaders can only be used in compatible GPU renderers, which you can learn more about on the website. Currently, there’s a renderer available for PIXI.js v7 and pure WebGL 2.0. The last major change in the editor is the full-screen bloom effect for pixels brighter than 1. For example, if we multiply the default white color by 3, particles start to glow, especially in clusters. This effect works only in the Preview window of the editor. To add it to your application, you’ll need to modify the render pipeline so that the entire scene is rendered into a texture, which is then drawn to the screen with the bloom effect. Examples of how to add this effect can be found in the renderer documentation. If your application doesn’t use the Bloom effect, you should disable it in the project settings so that what you see in the Preview window matches what will be in the application. These are all the differences in the new GPU version of the editor. It’s time to try GPU effects. Download, create, and give us feedback—we’re always happy to hear your thoughts!

Read more
27 Jun 2024

Important Updates on NeutrinoParticles Service and New Tariff Plans

Announcement

Dear NeutrinoParticles User, We are writing to inform you about some important updates regarding our service and the introduction of new tariff plans. Ownership Update: NeutrinoParticles is now owned by Effectico OÜ, a company registered in Estonia. However, there is no change in ownership structure, as I, Yurii Miroshnyk, remain the sole owner. All existing contracts will remain valid until their expiration. The service will continue to operate, but some conditions and tariff plans will change. New Tariff Plans Effective August 2024: Starting in August 2024, the tariff conditions will change. There will be two tariff plans: Professional and Non-commercial. The Non-commercial plan is for those creating effects for non-commercial purposes. Using effects in commercial products under this plan will violate the terms. The Professional plan will cost €30 per month per developer using the NeutrinoParticles Editor. Transition to New Plans: To facilitate a smooth transition to the new conditions, all users will be moved to the Non-commercial tariff plan at the beginning of July 2024. Users will have one month to switch to the Professional plan if they create effects for commercial purposes. Special Conditions for Contracted Companies: For all companies with additional signed contracts, the conditions will remain unchanged until the end of the contract. These companies will be assigned individual tariff plans with the maximum number of developers as per the contract, free of charge until the contract expires. After the contract ends, these companies will be moved to the Professional plan. Other terms can be negotiated separately. More Exciting News: Effectico is preparing to release a new technology for creating and displaying effects that will run entirely on the GPU. This will enhance the speed, performance, and quality of the effects. Initially, this technology will target web developers but will eventually be available on all platforms. (The Portal effect is running in the browser with 60fps, zero CPU usage and 25% GPU usage on my laptop with integrated AMD Randeon Graphics video card. 15K particles + bloom) We believe these changes will significantly improve your experience and are excited about the new possibilities this technology will bring. If you have any questions or need further assistance, please do not hesitate to contact our support team. Best regards, Yurii Miroshnyk CEO & Owner, Effectico OÜ

Read more