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2h 16m 22s logged

Particles! :)

Ive started working on a particle system.

i have got the core pieces in place and it seems to be working nicely so far….

changes

particles

implemented the foundations of the particle system

currently has:

  • ParticleEmitterComponent
  • ParticleSystem
  • ParticlePool

emitters currently support:

  • configurable particle limits and emission rates
  • randomized lifetimes and velocities
  • “gravity”
  • size over lifetime
  • color over lifetime
  • world space simulation
  • materials obviously

so far it’s all behaving pretty well…

EngineLib

next up is getting particles exposed through the EngineLib API so scripts can spawn and control emitter components

we will see how it goes…

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Comments 7

@torkel

im switching out the World Space stuff for a Billboard rendering toggle since I dont find any use in it considering the current layout

@sol4r_on_hackclub

Challenge: Make something better than the Unity Particle System

@torkel

@sol4r_on_hackclub that would have to be a whole seperate project considering how thorough their implementation is .. i do love the unity particle system though

@sol4r_on_hackclub

@torkel 🤣🤣 it was only a joke. Although maybe you could do ONE part of the unity particle system REALLY well, and have like a bunch of default ones like for fire or something which doesn’t exist on unity

@sol4r_on_hackclub

@torkel 🤣🤣 it was only a joke. Although maybe you could do ONE part of the unity particle system REALLY well, and have like a bunch of default ones like for fire or something which doesn’t exist on unity

@torkel

@sol4r_on_hackclub actually thats a great idea, i already got a prefab system and everything can be serialized to json so adapting that to particle system prefabs that I can ship with the Editor wont be too hard actually, just gotta figure out blending but that wont be too bad :)

@sol4r_on_hackclub

@torkel yes absolutely, this is some sick project good work