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 yourGraphicsDeviceManagerbefore the first frame (the default template usesReach). 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.HiDefon 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)