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This product is a brand new and unused AppGameKit Studio - Particle Editor Steam Key.
Immediately after payment, you will be sent a unique and unused CD Key which can be activated on Steam. You can collect this activation code from our Autokey page. Simply enter your code into the Steam client (available free from steampowered.com). This will then grant you to a full digital download of the game.
CJS CD Keys sell brand new CD Keys either taken directly from brand new sealed copies of the game, or sourced directly from world-leading game publishers. We source our keys in bulk directly from leading distributors and publishers, which reduces shipping costs. This enables us to offer instant online delivery, at extremely competitive pricing.
After you receive your key, you can activate the game on the Steam client (available free from steampowered.com). After you activate the game with the Steam software, you can download the game immediately and instantly.
Steam
English
The AppGameKit Studio Particle Editor is an easy-to-use editor that brings GPU particles to your creations. Leverage the power of your GPU to create complex effects with high particle counts without a big performance impact. Features Paint layer provides a very simple to use artistic approach for painting particle flow-directions interactively Simple to use run-time for AppGameKit Studio and AppGameKit Classic apps projects User controllable max particle counts (4K, 16K, 64K, 256K, 1M) so effects can be fine tuned for different hardware specs Run-time option to load an effect with a reduced particle count Freeze the simulation to inspect the currently displayed effect Flexible emitter functionality with several emitter types (box, circle, disc, filled sphere, spherical shell, line) All emitter shapes can be fine tuned (size/radius, rotation and position) Run-time control over the effect's position - reuse the same effect in different places in your games Emitters can be activated and deactivated in the editor and at run-time Variable emission count can be auto-optimised to have as many particles on screen as possible Burst emitters for explosions and sparks Full control over for how many frames an emitter creates particle before going dormant Specify the initial speed of particles and any random variance setting Particle blend modes supported (opaque, alpha, additive) Several particle textures are included for common effects Custom textures supported Particle tinting can be easily controlled for the particles lifetime by using gradients. Custom gradient textures are supported Particle orientation methods supported include, camera facing, billboard, full 3D rotation, movement speed oriented Control the size of each particle at the start and at the end of its lifetime Turbulence system for adding natural looking randomness to the effects Custom noise textures are supported for turbulence Turbulence field can be translated and rotated at run-time Layered vector field system for controlling overall particle movement and flows Shape based layers can add localised directional forces, attract/repel or swirl particles Reflector system that can be used to bounce particles off floors and walls