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# Programming Particle Effects in my Game Engine

**[ThinMatrix](https://daily.dev/sources/thinmatrix)** · 13 min read · 0 upvotes · 0 comments

## Summary

A devlog covering the implementation of a particle effects system in a custom game engine for a casual farming game. The developer walks through building both 2D and 3D particle support, fixing transparency sorting issues by rendering particles back-to-front, adding configurable spawn shapes (square, circular, line), and loading particle settings from files instead of hard-coding them. A key architectural decision is highlighted: using a component-based design for particle effects, allowing new features like gravity, bounce, air resistance, and scale-up to be added as isolated components without modifying existing code. Several in-game effects are implemented including watering can spray, well fill, seed planting, weeding, dust on digging, and leaf burst on harvesting.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=j_H3QHdov-A>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#3d](https://daily.dev/tags/3d)

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