Integrations

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-v1.1-pixi8 JavaScript v1.1 Guide
PIXI.js v7 npm i @neutrinoparticles/js-v1.1-pixi7 JavaScript v1.1 Guide
PIXI.js v7 — GPU npm i @neutrinoparticles/gpu33-v1.0-pixi7 @neutrinoparticles/gpu33-v1.0-wasm GPU33 v1.0 Guide
Phaser 4 npm i @neutrinoparticles/js-v1.1-phaser4 JavaScript v1.1 Guide
Phaser 3 npm i @neutrinoparticles/js-v1.1-phaser JavaScript v1.1 Guide
Cocos Creator 3.8+ Cocos Store JavaScript v1.1 Guide
MonoGame — DirectX dotnet add package NeutrinoParticles.V1_2.MonoGame.DX C# v1.2 Guide
MonoGame — OpenGL dotnet add package NeutrinoParticles.V1_2.MonoGame.GL C# v1.2 Guide

GPU version requires WebGL2 and uses a separate export pipeline (GPU33 exporter). Currently available for PIXI.js v7.

Notes:

  • The JavaScript v1.1 renderer (PIXI.js and Phaser) reconstructs particle geometry on the GPU. PIXI v8/v7 use WebGL2 by default. Phaser 3 defaults to WebGL1 and needs a WebGL2 context — its integration guide shows how to hand it one. Phaser 4 works out of the box on both: it also defaults to WebGL1, but the integration detects the context and renders on WebGL1 too wherever float vertex textures are available.
  • The C# v1.2 MonoGame integration requires GraphicsProfile.HiDef — set it on your GraphicsDeviceManager before the first frame (the default template uses Reach). See the MonoGame guide.
  • 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.

HDR Bloom Add-on (PIXI & MonoGame)

An optional scene-preserving HDR glow that matches the editor preview — only particle colour above 1.0 glows, the rest of the scene is untouched. It is a rendering add-on on top of an existing integration (no separate export target); render the effect into an HDR scene target, then let the add-on composite the glow.

Engine Install Full guide
PIXI.js v8 npm i @neutrinoparticles/bloom-v1.1-pixi8 Guide
PIXI.js v7 npm i @neutrinoparticles/bloom-v1.1-pixi7 Guide
MonoGame — DirectX dotnet add package NeutrinoParticles.V1_2.MonoGame.Bloom.DX Guide
MonoGame — OpenGL dotnet add package NeutrinoParticles.V1_2.MonoGame.Bloom.GL Guide

Bloom is WebGL2-only on PIXI and requires GraphicsProfile.HiDef on MonoGame. Match the bloom backend to your runtime integration (PIXI v7/v8, MonoGame DX/GL).

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 v1.1”, “C# v1.2”, “GPU33 v1.0”). See the “Export target in Editor” column in the table above.
  • For new projects — always use the latest: JS v1.1, CS v1.2, 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-v1.1-pixi7 (or pixi8) npm
@neutrinoparticles/js-v1.0-pixi7 / -pixi8 @neutrinoparticles/js-v1.1-pixi7 / -pixi8 (re-export as JS v1.1) npm
neutrinoparticles.phaser / @neutrinoparticles/js-v1.0-phaser @neutrinoparticles/js-v1.1-phaser npm
neutrinoparticles.monogame.cs / ymiroshnyk/neutrinoparticles.cs NeutrinoParticles.V1_2.MonoGame.DX / .GL NuGet
NeutrinoParticles.V1_1.MonoGame.DX / .GL NeutrinoParticles.V1_2.MonoGame.DX / .GL (re-export as C# v1.2) NuGet
js.gpu (gpu.pixi7) @neutrinoparticles/gpu33-v1.0-pixi7 npm
js.gpu (gpu.reference) @neutrinoparticles/gpu33-v1.0-reference npm

Older Formats / Legacy

These packages are for existing projects whose effects were exported in an older format. New projects should use the latest packages in the table above.

JavaScript v1.0 packages

Engine / Framework Install Export target in Editor Full guide
PIXI.js v8 (v1.0) npm i @neutrinoparticles/js-v1.0-pixi8 JavaScript v1.0 Guide
PIXI.js v7 (v1.0) npm i @neutrinoparticles/js-v1.0-pixi7 JavaScript v1.0 Guide
PIXI.js v4–v6 (v1.0) npm i @neutrinoparticles/js-v1.0-pixi6 JavaScript v1.0 Guide
Phaser 3 (v1.0) npm i @neutrinoparticles/js-v1.0-phaser JavaScript v1.0 Guide

C# MonoGame packages (older formats)

Engine / Framework Install Export target in Editor Full guide
MonoGame DX (v1.1) dotnet add package NeutrinoParticles.V1_1.MonoGame.DX C# v1.1 Guide
MonoGame GL (v1.1) dotnet add package NeutrinoParticles.V1_1.MonoGame.GL C# v1.1 Guide
MonoGame DX (v1.0) dotnet add package NeutrinoParticles.V1_0.MonoGame.DX C# v1.0 Guide
MonoGame GL (v1.0) dotnet add package NeutrinoParticles.V1_0.MonoGame.GL C# v1.0 Guide

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)