Particle Billboards

Bart Teunis

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A little demo that shows how to display quite a few more particles without the need for too many extra particle calculations.


  • Easily import into your projects
  • Documentation included
  • Two demos: simple and shader-based


  • Derive your own generators and billboards from the included objects obj_generator and obj_display
  • Full particle system is updated only once per step per generator
  • obj_generator automatically recreates surfaces and redraws frames when needed (e.g. fullscreen switch)
  • Create a particle system in an obj_generator's Create event, call render_all_frames() a first time and you're ready to link billboards to the generator
  • Retrieve and display total displayed particle count


  • Offloads CPU by executing all billboard draw code in a shader
  • Uses a single texture and vertex buffer per particle system
  • Derive new particle billboard systems from obj_pbb_gen_disp
  • obj_pbb_gen_disp automatically recreates surfaces and redraws frames when needed (e.g. fullscreen switch)
  • In an obj_pbb_gen_disp's Create event, assign particles to system sys, add a few billboards using pbb_add_billboard() and call render_all_frames()
  • Debugging: retrieve and display total displayed particle count, display texture contents

Improvements to come

  • Proper HTML5 support
  • Rectangular billboard dimensions when using the shader-based version

Documentation and examples

  • Documentation
  • Examples (GMZ)

End User Licence Agreement (EULA).

Age Rating: 4+


GMS1 - Version 1.3.0. Published September 3, 2014

  • Modified asset package to make it easier to import from the Marketplace
  • Added a clean way of working with the objects and scripts provided
  • Added documentation
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