Documentation

Getting Started

NeutrinoParticles Editor lets you create real-time particle effects and export them as source code. A runtime library then loads and renders the exported effects in your project. Below is the list of available integrations for different engines and frameworks.

Choose Your Integration

Engine / Framework Install Export target in Editor Full guide
PIXI.js v8 npm i @neutrinoparticles/js-v1.0-pixi8 JavaScript v1.0 Guide
PIXI.js v7 npm i @neutrinoparticles/js-v1.0-pixi7 JavaScript v1.0 Guide
PIXI.js v7 — GPU npm i @neutrinoparticles/gpu33-v1.0-pixi7 @neutrinoparticles/gpu33-v1.0-wasm GPU33 v1.0 Guide
GPU version requires WebGL2 and uses a separate export pipeline (GPU33 exporter). Currently available for PIXI.js v7.
Phaser 3 npm i @neutrinoparticles/js-v1.0-phaser JavaScript v1.0 Guide
PIXI.js v4–v6 npm i @neutrinoparticles/js-v1.0-pixi6 JavaScript v1.0 Guide
MonoGame — DirectX dotnet add package NeutrinoParticles.V1_1.MonoGame.DX C# v1.1 Guide
MonoGame — OpenGL dotnet add package NeutrinoParticles.V1_1.MonoGame.GL C# v1.1 Guide
Cocos Creator 3.8+ Cocos Store JavaScript v1.0 Guide

Notes:

  • npm integration packages automatically install the core runtime as a dependency. NuGet packages do the same.
  • MonoGame: DirectX for Windows/Xbox desktop, OpenGL for cross-platform (Linux, macOS, mobile).
  • GPU integrations require WebGL2. GPU effects use a separate export pipeline (GPU33 exporter) in the same editor.

What You Get After Export

When you export an effect from the editor, you get source files to include in your project. Each export target produces a different output:

JavaScript export:

MyEffect.js        ← JS module with the effect model

Import as an ES6 module or load dynamically via XHR/fetch. The loading method affects initialization code — see each integration's README for details.

C# export:

MyEffect.cs        ← C# class with the effect model

Add the file to your project.

GPU33 export:

my_effect.shader   ← GPU shader with the effect model
textures/
    spark.png      ← effect textures

Loaded at runtime via fetch/XHR.

CPU or GPU?

  • CPU — works everywhere (any browser, any platform). Available for all supported engines and frameworks.
  • GPU — Total GPU Acceleration. Both simulation and rendering run entirely on the GPU. Requires WebGL2. Currently available for PIXI.js v7 and pure WebGL2.
  • CPU and GPU are completely separate pipelines. Same editor, but a separate exporter (GPU33), separate packages. CPU effects do not work in GPU runtime and vice versa.
  • Which one to choose? If your engine has a GPU integration — try GPU first for best performance. Otherwise, use CPU.
  • More about GPU technology: Total GPU Acceleration.

What Is an Effect Format?

The effect format is the version of exported data. The runtime package must match the format in which the effect was exported.

  • The format is set in the editor's Export Settings (e.g. “JavaScript v1.0”, “C# v1.1”, “GPU33 v1.0”). See the “Export target in Editor” column in the table above.
  • For new projects — always use the latest: JS v1.0, CS v1.1, GPU33 v1.0.
  • For existing projects with already exported effects — use the package that matches the format of those effects. You can re-export effects to a different format by changing Export Settings.

Migrating From Old Packages

If you were using old package names or repositories, here is the migration table:

Old package / repo New package Registry
neutrinoparticles.pixi.js / neutrinoparticles.pixi @neutrinoparticles/js-v1.0-pixi7 (or pixi8/pixi6) npm
neutrinoparticles.phaser @neutrinoparticles/js-v1.0-phaser npm
neutrinoparticles.monogame.cs / ymiroshnyk/neutrinoparticles.cs NeutrinoParticles.V1_1.MonoGame.DX / .GL NuGet
js.gpu (gpu.pixi7) @neutrinoparticles/gpu33-v1.0-pixi7 npm
js.gpu (gpu.reference) @neutrinoparticles/gpu33-v1.0-reference npm

Older Formats / Legacy

C# v1.0 packages (for existing v1.0 projects)
Engine / Framework Install Export target in Editor Notes
MonoGame DX (v1.0) dotnet add package NeutrinoParticles.V1_0.MonoGame.DX C# v1.0 For existing v1.0 projects
MonoGame GL (v1.0) dotnet add package NeutrinoParticles.V1_0.MonoGame.GL C# v1.0 For existing v1.0 projects

Advanced / Custom Integrations

  • Pure WebGL2 (GPU) — render GPU effects without a game framework: npm i @neutrinoparticles/gpu33-v1.0-reference @neutrinoparticles/gpu33-v1.0-wasm. See npm package for details.
  • Custom engine integration — NeutrinoParticles can be integrated into any engine. Request an integration.

Upcoming Integrations

  • Unity (in development)
  • Cocos Creator GPU (planned)
  • GDevelop GPU (planned)
  • PIXI.js v8 GPU (planned)