Suite Chidori Engine® Development Status
This series is written by the game development group deploying the 3D CG contents and introduces a variety of topics from new development by the collaboration of FORUM8's game contents technology and UC-win/Road VR technology to know-hows of planning and creation by creators.
Development of New Particle System & Integration with Metavania (F8VPS)
In our Suite Chidori Engine® development, we are enhancing the particle system and expanding the calculation integration with Metavania (F8VPS). The new system will be able to render large amounts of water sprayed from a hose, as well as flickering fire and smoke, in real time within the same scene. This capability will make it possible to create applications such as firefighting water‑spray games.
Because the behaviors of fast‑moving splashing water and slowly spreading fire and smoke differ greatly, the game must run stably while maintaining a high frame rate. For implementing such a game, it is required to work in steady with while keeping high frame rate, to express different behaviors of splashing water and slowly spreading fire and smoke. In addition, because factors such as water pressure, wind direction, and the size of the fire vary by stage, the effect parameters must be adjustable frequently and with fine precision.
However, the existing system relied heavily on a particle‑creation workflow tied to 3D modeling software, making it difficult to quickly test and adjust these requirements on site.
To address these issues, we are currently redesigning and re‑implementing the system from the ground up—including the toolchain—while preserving existing features and data assets. This new system aims to simplify development, enable integration with the computation module, and provide a more flexible and powerful particle functionality.
The new system allows various images to be used flexibly as particles, and it also provides eleven preset animations that enable users to create complex particle effects quickly.
Based on these presets, each particle can be controlled using the following parameters.
| Fountain | Fire | Smoke | Explosion |
| Lightning | Fireball | MagicCircle | Portal |
| EnergyShield | Dust | Discharge |
Because these presets serve as the foundation, each particle can be controlled using the following parameters (partial list).
| Position | Rotate | Spread | Speed | SpeedRandomStep |
The combination of these parameters enables a unified expression of various effects in the firefighting game, such as water sprayed from a hose (Fountain), flames (Fire), smoke (Smoke), and sparks or electrical effects generated during extinguishing (Explosion / Discharge / Lightning).
Fig.1 Example of how it works (Fountain+Fire+Smoke)
As an additional feature of the editor, we are also developing a UI that allows users to easily add and switch parameters using the buttons shown below.
Fig.2 Editor UI
In addition, we plan to develop a feature that links the particle‑calculation module with Metavania, as shown in the diagram below.
By performing heavy particle processing in the calculation module of Chidori Engine and converting it into WebAssembly (WASM) that can be called from JavaScript, we enable faster and smoother rendering even within Metavania. As an example, we are developing a firefighting game that can be played using avatars, as shown below.
Fig.4 Image of the firefighting game (The image is created using FORUM8's FOXAI F8-AI MANGA)
This time, we explained the background behind re‑implementing the new polyparticle system, as well as the planned feature that allows Metavania to utilize the Suite Chidori Engine’s calculation module.
We will continue to expand the program features and enhance integration with Metavania. Please look forward to future updates of Suite Chidori Engine.

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