Frames of the Combat FX effects under the title Combat FX

Assets › 3D

Room 3D Combat FX

Muzzle flashes, impacts, explosions and battlefield fire: 25 game-ready 3D particle effects that look the same in Godot 4, GameMaker and Room 3D. Each one is layered by hand (cores, glows, smoke, sparks), timed to read at game distance, and comes with the light that goes with it: flickering glows for fires and portals, short flashes for blasts and hits. A ready Godot scene per effect, a GameMaker project with every effect as data, and Room 3D effect files with a showcase room.

  • 25 effects: 4 looping, 21 one-shot
  • 15 with a light (a flickering glow or a flash)
  • Godot 4.7: a scene per effect, a demo scene and the runtime
  • GameMaker LTS 2026+: a demo project, the particle kit and light helpers
  • Room 3D: effect files for Import Effect and a showcase room
  • Every texture as PNG: full (up to 1024 px) and a 256 px lite set
  • Particle counts and performance notes for every effect

See them play

Combat FX: a few of the effects in motion

A few of the effects as they come, rendered by the same shader maths that Godot, GameMaker and Room 3D use. The pack has 25: Muzzle Flash: Pistol, Muzzle Flash: Rifle, Muzzle Flash: Shotgun, Muzzle Flash: Plasma, Bullet Impact: Dirt, Bullet Impact: Metal, Bullet Impact: Wood, Bullet Impact: Concrete and more.

Gallery

Click a picture to see it full size.

What's inside

25Effects
4Looping
21One-shot
15With lights
3Engines
  • Godot 4 scenes + runtime
  • GameMaker project
  • Room 3D effect files (room3d-fx JSON)
  • Room 3D showcase room
  • PNG textures and flipbooks, full and lite
  • Animated previews of every effect
  • How-to and effect notes

Muzzle Flash: Pistol

A short, bright pistol flash: a star of flame, a side cone, a glow, a wisp of smoke and two or three sparks. About a tenth of a second.

Muzzle Flash: Rifle

A rifle's longer flash: a bigger star, three flame tongues down the barrel line, a glow, smoke and sparks.

Muzzle Flash: Shotgun

A wide shotgun blast: a fan of flame, a big glow, a thick puff of smoke and a spray of hot pellet streaks.

Muzzle Flash: Plasma

A sci-fi energy shot leaving the barrel: a cyan plasma core, a ring snapping outward, crackling arcs and a cool glow. No smoke.

Bullet Impact: Dirt

A bullet hitting earth: clods and grit thrown up and falling back, a brown dust puff that hangs and settles.

Bullet Impact: Metal

A bullet striking steel: a hot white flash, a fan of bright sparks arcing down, a glow and a thin wisp of smoke.

Bullet Impact: Wood

A bullet splintering wood: pale splinters and chips spinning out, a puff of light sawdust.

Bullet Impact: Concrete

A bullet chipping stone or concrete: a grey dust burst, chips and grit, and a couple of quick sparks.

Bullet Impact: Water

A bullet hitting water: a crown splash, droplets thrown up and falling, a fine mist and rings spreading on the surface.

Sparks Shower

A steady shower of electrical or welding sparks pouring from a point, with a flickering hot glow and light.

Barrel Smoke

A thin wisp of smoke curling up from a hot barrel or a spent shell after firing. World space: it trails as the gun moves.

Explosion: Small

A small blast (a barrel, a mine, a car tyre): a blinding flash, a rolling fireball, sparks, dark smoke and a few chunks of debris.

Explosion: Large

A big ground explosion (a vehicle, a fuel tank): a huge flash, a boiling fireball, a column of black smoke, flying debris, embers and a ring of dust racing along the ground.

Explosion: Air Burst

An explosion in the air (a missile, a shell bursting overhead): a flash, a round fireball, a shockwave ring, streaks flying out, falling embers and drifting smoke.

Grenade Blast

A grenade going off on the ground: a sharp flash, a low fireball, a fountain of dirt, a dust column and a ring of dust along the ground.

Fire Burst

A whoosh of flame rising and burning out (a fuel splash, a fire trap): fire billows, licking flames, a swirl of embers and a little smoke.

Debris Burst

Rubble flung out of a hit wall or a smashed crate: grey chunks spinning and falling, dust trailing behind them and fine grit.

Dust Puff

A puff of dust kicked up along the ground: a landing, a stomp, a heavy footstep, a body hitting the floor.

Hit Flash

A clean, bloodless hit marker for melee or bullet hits on characters and robots: a white star, a ring snapping out, glints and a few sparks.

Slash Trail

A sword or claw swipe: a sharp crescent with a softer echo behind it, a streak and sparkling motes. Turn it (roll) to match the swing.

Shockwave Ring

A ground shockwave (a slam, a landing from height, a blast's front): a bright ring racing out flat along the ground, a dust ring behind it and a flash at the centre.

Smoke Grenade

A smoke grenade pouring out a thick, rolling screen of white smoke that spreads along the ground, with a hissing spray at the can.

Burning Wreck Fire

A wreck on fire: flames dancing over a wide area, a tall column of black smoke leaning in the wind, rising embers and a flickering orange light.

Tracer Rounds

Three glowing tracer rounds streaking away down range in quick succession (a burst of fire). Plays along +Z from the muzzle.

Ricochet

A bullet glancing off a hard surface: a tight spray of sparks, a glint and a streak whining off at an angle, a puff of grit.

Engine notes

  • Room 3D: File > Import Effect... (Shift+Cmd+F) adds any of the effect files to your project; or open the showcase room. Save to GameMaker takes them along.
  • Godot 4.7: copy addons/r3d_fx, effects and textures into your project, then instance a ready scene or call R3FxPlayer.spawn(). Forward+, Mobile and Compatibility.
  • GameMaker (LTS 2026 and newer): open the demo project, or copy its Room 3D kit scripts, objects, shaders and the effects' Included Files into your game; fxpack_burst() and fxpack_play() play an effect with its light.

License

  • One purchase covers one buyer: one person, or one company and the people working on its projects.
  • Use the effects, their textures and the demo code in any number of games, apps and other projects, free or commercial, on any platform.
  • Change them as much as you like: retime, recolour, resize, redraw the textures. No credit required.
  • Ship them inside your games, and inside the Room 3D, Godot or GameMaker projects you make with them.
  • Don't sell or share the effects or textures on their own, or as an effects or asset pack, changed or not.

Coming soon

Leave your email and we'll tell you when Room 3D Combat FX is out, with a launch discount.

Questions

Do I need Room 3D?

No. The Godot 4 project and the GameMaker project work on their own; Room 3D is where the effects were made, and you can open and change them there.

Do they look the same in Godot and GameMaker?

Yes. All three draw the particles with the same maths, worked out on the GPU from the time alone, so an effect plays the same way everywhere.

How heavy are they?

Most effects use 10 to 150 particles and 2 to 5 draw calls; the documents list each effect's numbers. A 256-pixel lite texture set is included for low-end devices.

Were the textures made with generative tools?

No. Every texture and flipbook is drawn by code from noise, shapes and gradients, and every effect is set up by hand.

How do I get it after paying?

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