Sub Emitter (Sub Emitter) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). An explanation of the hierarchical effect technology that generates a new child particle from the coordinates of a parent particle in a particle system at the moment a specific event (collision, extinction, birth, etc.) occurs.

An example in the real world: A spaceship where at the moment the parent rocket (parent particle) separates in the sky, countless child rockets (child particles) fly out from inside at once.

Sub The mechanism of the Emitter is ``a two-stage propulsion system in which a large number of small child rockets (child particles) stored inside are automatically launched immediately from the site where the parent rocket (parent particle) has completed its role and exploded due to lack of fuel (annihilation event).'' There is no need to report to the ground base (CPU) and wait for the next launch command; the very coordinates where the parent rocket dies immediately become the launching base for the child rocket, and the flowing, beautiful scattering of sparks and scattering of debris occur in perfect physical synchronization without any time lag.

Sub Emitter concept infographic diagram

Figure: Infographic that clearly illustrates the basic processing flow and mechanism of Sub Emitter (Sub Emitter) in Japanese notation

Detailed mechanism and operating principle

Particle system or VFX Set the "Sub Emitter" module in the Graph, and the moment a specific state of the parent (On Death or On Collision) is detected, the child system will be immediately spawned from the same coordinates inside the GPU/drawing engine.