- - a mechanism for uniformly creating FX objects; by means of code or xml definition files
- manage start, stop, fade(in/out), suspend and resume effects, all by means of a timer
- support of pluggable FX packs
- predefined particle system pools
- 'core' effects based on 'particles', 'bi-particles', 'billboard', 'light', ' plane' and ' compositor/filter'
- 'composite' effects, which are created by combining other effects into one (both in code and xml)
- envelopes; scriptable movement of effects
- doxygen API descriptions
To complete version 0.2 I've included 5 demos and fxpack1, an effects pack, which isn't even close to finished, but containing 50+ xml's, several scripts (material, particles, envelopes) and textures to play with. The fxpack1 also includes custom C++ code for effects that cannot be created by means of the core effects, for instance 'heathaze' and 'shaking camera'.
What are my plans for version 0.3? Well, I'm not completely sure yet, but I want to add some new envelope types (i.e. based on Bezier curve/ spline), refine parts of the code (make it more efficient, speed things up, add setScale and setOrientation, ...), add some new effects (I still need some great, new explosions and an automated lensflare would be nice), extend some of the existing effects (Wounded filter, ...), read scrambled, binary file as alternative for plain xml, implement default LOD (if needed). GOOF support would be nice too. I'm looking forward to add an effect from the ' FXPlugin' into the scene by means of the MapEditor.
So, although this plugin is still in its infancies, expect that new features and content will be added. Download it, give it a try and let me know what you think of it. If you any trouble I will reply, but perhaps not immediatly, because an even greater deliverable (in fact 2) has been released; my baby twin is born. Two beautiful girls

You can download the FXPlugin at:
http://home.hetnet.nl/~spookyboo/download.html