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Three.js Particle Bursts: How to Make NixieFX Effects Replayable

Load a NixieFX export for Three.js, set a numeric seed, and advance the effect once per frame in seconds for repeatable simulated motion.
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To replay a NixieFX particle burst in Three.js, load an exported bundle for the three3d backend, create the effect with a fixed numeric seed, and call vfx.update(deltaSeconds) once per frame. Use another seed when you want a different simulated motion pattern.

What makes a NixieFX burst reproducible?

NixieFX documents deterministic simulation: the same effect and seed produce the same simulated motion. The Three.js runtime uses a fixed default seed, 0x7F4A7C15, when you omit the option, so leaving it out does not create a new random pattern for each instance. Set seed explicitly when you need a known replay, and pass a different seed for deliberate variation.

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This guarantee concerns simulation motion, not pixel-identical images. Rendered output can also depend on assets, the browser, GPU conditions, and how the host advances frames. The runtime guide describes deterministic replay across machines and backends, but does not establish pixel-for-pixel rendering equivalence across those conditions. NixieFX Three.js Runtime guide

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How to add the Three.js runtime

Install the runtime and Three.js in the project:

npm install nixie-fx three

Three.js is an optional peer dependency of the package, but it is needed when importing the Three.js adapter. Then load the manifest and effect files from an exported bundle and require the Three.js backend. The following illustrates the sequence; use the actual paths to the files in your export and adapt names to the module format in your project.

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import * as THREE from "three";
import {
  loadVfxExportBundle,
  ThreeVfxRenderer,
  ThreeVfxTextureStore,
} from "nixie-fx/three";

const bundle = await loadVfxExportBundle({
  manifest: manifestJson,
  files: effectFiles,
  requiredBackend: "three3d",
});

const effect = bundle.effectsById[effectId];
if (!effect) {
  throw new Error(`Effect not found: ${effectId}`);
}

const renderer = new ThreeVfxRenderer({ scene, camera });
const vfx = renderer.createEffect(effect, {
  position: [0, 1, 0],
  seed: 42,
});

The import paths and data-loading details can vary with the project’s module setup and exported files; follow the package’s current entry points and the runtime guide for the exact API signatures. NixieFX repository · Three.js runtime API

Check that the exported effect supports Three.js

Exports include a support report with an overall status and per-backend details. Inspect support.backends.three3d before shipping:

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  • Supported: the report marks the backend supported.
  • Partial: the report records approximations or warnings, so behavior may differ from the authoring environment.
  • Blocked: do not treat the effect as compatible. Setting requiredBackend: "three3d" in the loader makes the blocked case reject rather than silently using an incompatible export.

Advance the simulation correctly

Call update() once on each host frame, before rendering, and supply elapsed time in seconds. For example, with a Three.js clock:

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const clock = new THREE.Clock();

function animate() {
  requestAnimationFrame(animate);
  vfx.update(clock.getDelta());
  threeRenderer.render(scene, camera);
}

animate();

If your timing source returns milliseconds, convert the delta with / 1000. Passing a millisecond value where seconds are expected advances the simulation far too quickly. NixieFX’s repository and runtime guide both specify the seconds-based update workflow. NixieFX repository

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Trigger an immediate burst or author a schedule

Request a burst at runtime

Use emitBurst(emitterId, { count, position }) on the effect instance to request an immediate burst from a particular emitter. It returns the count actually emitted after capacity clamping, so use that return value if later logic needs to know how many particles were accepted. If the effect has already completed, the documented behavior restarts it before emitting.

const emitted = vfx.emitBurst(emitterId, {
  count: 40,
  position: [0, 1, 0],
});

The requested count in this example is illustrative; the number emitted depends on the effect’s available capacity.

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Set up a burst in the editor

For a burst that is part of the authored effect, the editor manual lists burst time, count, cycles, interval, and chance or probability as controls. Use those settings when the burst should follow a designed schedule rather than being triggered by application code. NixieFX Editor Manual

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Replay, pause, and reuse an effect instance

The instance API includes play(), pause(), restart(), and seek(timeSeconds). Seeking uses deterministic replay to reach the chosen time. For an effect created with autoStart: false, use lifecycle methods or emitBurst() to start its activity. You can also update its transform with setTransform(...) when reusing the instance at a different position or orientation.

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Keep one renderer for the scene and release it, along with any texture store, when that scene is disposed. The runtime guide describes these lifecycle and cleanup controls. NixieFX Three.js Runtime guide

Load texture assets only when the effect needs them

Effects that reference texture files need a ThreeVfxTextureStore and preloaded textures. Mesh and material providers are also optional. If the exported effect has no file assets, those providers are not required; avoid adding asset-loading code that the effect does not use. The runtime guide documents the provider setup. NixieFX Three.js Runtime guide

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Minimal replay checklist

  • Load the exported manifest and effect files with requiredBackend: "three3d".
  • Check the effect’s support.backends.three3d report, including any partial-support warnings.
  • Create the instance with an explicit numeric seed when a predictable replay matters.
  • Call update() once before rendering each frame, passing seconds.
  • Use a different seed to vary motion; use seek(timeSeconds) to replay to a chosen simulation time.
  • Use emitBurst() for an immediate runtime trigger, or author burst timing and cycles in the editor.

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