A ParticleSystem recycles a pool of capacity particles: each frame it emits emitRate of them, ages and moves the live ones in JavaScript, and draws them as camera-facing quads in one draw call. Each particle's lifetime, size, color and speed fall between the min/max values you set:
scene.useConstantAnimationDeltaTime = true; // 1/60 s per frame, for repeatable counts
const dust = new BABYLON.ParticleSystem('dust', 500, scene); // at most 500 alive
Object.assign(dust, { particleTexture: BookNestParticles.createDotTexture(scene), // 7.15.2
emitter: new BABYLON.Vector3(0, 1.5, 0), emitRate: 100, minLifeTime: 3, maxLifeTime: 3,
updateSpeed: 1 / 60, minSize: 0.02, maxSize: 0.05, minEmitPower: 0.1, maxEmitPower: 0.3 });
dust.start();
await scene.whenReadyAsync(); // the particle shader and texture
for (let frame = 1; frame <= 300; frame++) {
scene.render();
if (frame % 120 === 60) console.log(frame, dust.getActiveCount());
}Output
60 96 180 288 300 301
The count climbs by 96 a second until the first motes die at 3 s, then holds at 301. updateSpeed is how far a frame advances each particle: the default 0.01 makes a lifetime of 1 last 100 frames, while 1/60 makes lifetimes seconds. Size capacity for rate times lifetime; a full pool stops emitting.
<!doctype html>
<style>
body { margin: 0; background: #f7f3ec; font: 13px system-ui, sans-serif; color: #333; }
canvas { width: 100%; max-width: 600px; height: 320px; display: block; touch-action: none; outline: none; }
#info { max-width: 600px; padding: 4px 8px; font-family: monospace; }
</style>
<canvas id="view"></canvas>
<div id="info"></div>
<script src="https://cdn.jsdelivr.net/npm/babylonjs@9.28.0/babylon.js"></script>
<script>
// ---- BookNest's bookstore: the helpers the book keeps in bookstore.js ----
const ROOM = { width: 8, depth: 6, height: 3, wall: 0.15 };
const BOOKS = [
{ id: 1, title: 'The Quiet Harbor', author: 'Mara Ellison', color: '#1f5f8b', pages: 312, price: 14.99, rating: 4.6, inStock: true },
{ id: 2, title: 'Patterns of the Deep Web', author: 'Tomas Reyes', color: '#5b3f99', pages: 428, price: 32.5, rating: 4.4, inStock: true },
{ id: 3, title: 'Salt and Saffron', author: 'Priya Nair', color: '#e09a10', pages: 256, price: 24, rating: 4.8, inStock: false },
{ id: 4, title: 'Small Steps to Big Summits', author: 'Dana Whitfield', color: '#3f7d3a', pages: 198, price: 18.5, rating: 4.3, inStock: true },
{ id: 5, title: "The Clockmaker's Paradox", author: 'Julian Voss', color: '#b5452f', pages: 344, price: 16.75, rating: 4.7, inStock: true },
{ id: 6, title: 'Gardens in Glass', author: 'Lena Hart', color: '#2a9d8f', pages: 176, price: 21.3, rating: 4.5, inStock: true },
];
function createScene(engine) {
const scene = new BABYLON.Scene(engine);
scene.clearColor = BABYLON.Color4.FromHexString('#cfd8dcff');
const sky = new BABYLON.HemisphericLight('sky', new BABYLON.Vector3(0.3, 1, -0.4), scene);
sky.groundColor = new BABYLON.Color3(0.35, 0.32, 0.3);
return scene;
}
function paint(scene, name, hex) { // a matte color
const material = new BABYLON.StandardMaterial(name, scene);
material.diffuseColor = BABYLON.Color3.FromHexString(hex);
material.specularColor = BABYLON.Color3.Black();
return material;
}
function createRoom(scene) { // floor and three walls, front open
const room = new BABYLON.TransformNode('room', scene);
const floor = BABYLON.MeshBuilder.CreateGround('floor', { width: ROOM.width, height: ROOM.depth }, scene);
floor.material = paint(scene, 'oak', '#b08d6a');
floor.parent = room;
const plaster = paint(scene, 'plaster', '#fff3e0');
for (const [name, width, x, z] of [['backWall', 8, 0, 3], ['leftWall', 6, -4, 0], ['rightWall', 6, 4, 0]]) {
const wall = BABYLON.MeshBuilder.CreateBox(name, { width, height: ROOM.height, depth: ROOM.wall }, scene);
wall.position.set(x, ROOM.height / 2, z);
wall.rotation.y = x ? Math.PI / 2 : 0;
wall.material = plaster;
wall.parent = room;
}
return room;
}
function createBookcase(scene, name, x) { // 8 boxes merged into 1 mesh
const [w, h, d, t] = [3, 2.2, 0.35, 0.04];
const parts = [[t, h, d, -w / 2, h / 2, 0], [t, h, d, w / 2, h / 2, 0], [w, h, t, 0, h / 2, d / 2 - t / 2]];
for (let i = 0; i < 5; i++) parts.push([w, t, d, 0, 0.1 + i * 0.5, 0]);
const bookcase = BABYLON.Mesh.MergeMeshes(parts.map(([width, height, depth, px, py, pz]) => {
const part = BABYLON.MeshBuilder.CreateBox('part', { width, height, depth }, scene);
part.position.set(px, py, pz);
return part;
}), true);
bookcase.name = name;
bookcase.material = paint(scene, 'walnut', '#6d4c33');
bookcase.position.set(x, 0, ROOM.depth / 2 - ROOM.wall / 2 - d / 2); // against the back wall
return bookcase;
}
function drawCover(scene, book) { // cover art painted on a canvas
const tex = new BABYLON.DynamicTexture('cover' + book.id, { width: 256, height: 384 }, scene);
const c = tex.getContext();
c.fillStyle = book.color; c.fillRect(0, 0, 256, 384);
c.fillStyle = 'rgba(0,0,0,0.4)'; c.fillRect(0, 0, 18, 384); // the dark left edge
c.strokeStyle = '#fff8e1'; c.lineWidth = 3; c.strokeRect(34, 24, 202, 336);
c.fillStyle = '#fff8e1'; c.textAlign = 'center'; c.font = 'bold 30px Georgia';
const lines = [''];
for (const word of book.title.split(' ')) {
const test = (lines[lines.length - 1] + ' ' + word).trim();
if (c.measureText(test).width > 180) lines.push(word); else lines[lines.length - 1] = test;
}
lines.forEach((line, i) => c.fillText(line, 135, 110 + i * 38));
c.font = '20px Georgia'; c.fillText(book.author, 135, 330);
tex.update();
return tex;
}
function placeBooks(scene, bookcase, shelf = 2) { // six books, spines out, covers on +x
const strip = new BABYLON.Vector4(0, 0, 0.07, 1);
const faceUV = [strip, strip, new BABYLON.Vector4(0, 0, 1, 1), strip, strip, strip];
let x = -0.35; // left end of the row, local to the bookcase
return BOOKS.map((record) => {
const width = record.pages / 4000 + 0.02; // spine thickness from page count
const book = BABYLON.MeshBuilder.CreateBox(`book${record.id}`, { width, height: 0.3, depth: 0.22, faceUV, wrap: true }, scene);
book.parent = bookcase;
book.position.set(x + width / 2, 0.12 + shelf * 0.5 + 0.15, -0.02);
x += width + 0.012;
book.material = new BABYLON.StandardMaterial(record.title, scene);
book.material.diffuseTexture = drawCover(scene, record);
book.material.specularColor = new BABYLON.Color3(0.15, 0.15, 0.15);
book.metadata = record; // the record, for picking
return book;
});
}
// The book cuts the storefront with CSG2 (Manifold WebAssembly); this sandbox cannot download
// the .wasm, so the older pure-JavaScript BABYLON.CSG makes the same cuts here.
function createFrontWall(scene) {
const box = (width, height, depth, x, y) => {
const mesh = BABYLON.MeshBuilder.CreateBox('cut', { width, height, depth }, scene);
mesh.position.set(x, y, -ROOM.depth / 2);
return mesh;
};
const solid = box(ROOM.width, ROOM.height, ROOM.wall, 0, ROOM.height / 2);
const windowHole = box(3.2, 1.6, 1, -1.4, 1.6), doorHole = box(1.1, 2.2, 1, 2.3, 1.1);
const wall = BABYLON.CSG.FromMesh(solid).subtract(BABYLON.CSG.FromMesh(windowHole))
.subtract(BABYLON.CSG.FromMesh(doorHole)).toMesh('frontWall', scene.getMaterialByName('plaster'), scene);
[solid, windowHole, doorHole].forEach((mesh) => mesh.dispose());
return wall;
}
// ---- end of the bookstore helpers ----
function createDotTexture(scene) { // a soft white dot painted on a canvas
const canvas = document.createElement('canvas');
canvas.width = canvas.height = 64;
const g = canvas.getContext('2d');
const glow = g.createRadialGradient(32, 32, 0, 32, 32, 32);
glow.addColorStop(0, 'rgba(255,255,255,1)');
glow.addColorStop(0.4, 'rgba(255,255,255,0.6)');
glow.addColorStop(1, 'rgba(255,255,255,0)');
g.fillStyle = glow;
g.fillRect(0, 0, 64, 64);
return new BABYLON.Texture(canvas.toDataURL(), scene); // loaded like an image file
}
const canvas = document.getElementById('view');
const engine = new BABYLON.Engine(canvas, true, {}, true);
const scene = createScene(engine);
scene.clearColor = BABYLON.Color4.FromHexString('#3a3f4aff'); // a dim room shows the motes
scene.getLightByName('sky').intensity = 0.35;
createRoom(scene);
const camera = new BABYLON.ArcRotateCamera('cam', -Math.PI / 2, 1.3, 4.5, new BABYLON.Vector3(0, 1.4, 0), scene);
camera.attachControl(canvas, true);
const dust = new BABYLON.ParticleSystem('dust', 500, scene); // at most 500 alive
Object.assign(dust, { particleTexture: createDotTexture(scene),
emitter: new BABYLON.Vector3(0, 1.5, 0), emitRate: 100, minLifeTime: 3, maxLifeTime: 3,
updateSpeed: 1 / 60, // lifetimes in seconds at 60 fps
minSize: 0.02, maxSize: 0.05, minEmitPower: 0.1, maxEmitPower: 0.3,
color1: new BABYLON.Color4(1, 0.95, 0.8, 1), color2: new BABYLON.Color4(1, 0.8, 0.5, 1),
colorDead: new BABYLON.Color4(1, 0.8, 0.5, 0) });
dust.start();
const marker = BABYLON.MeshBuilder.CreateSphere('emitter', { diameter: 0.05 }, scene);
marker.position = dust.emitter;
const info = document.getElementById('info');
const started = performance.now();
scene.onAfterRenderObservable.add(() => {
info.textContent = `${((performance.now() - started) / 1000).toFixed(1)} s: ${dust.getActiveCount()} particles alive ` +
`(capacity ${dust.getCapacity()}, emitRate ${dust.emitRate}/s, lifetime 3 s)`;
});
engine.runRenderLoop(() => scene.render());
addEventListener('resize', () => engine.resize());
</script>