Thirsty Panther Posted September 2 Share Posted September 2 Leadwerks had some extra options to the particle emitter that Ultra Engines emitter dose not. I'm wondering if the following are going to be added? - Duration/ Timer - Random velocity (vec 3) - Shape of emitter. Box, cylinder, shere etc. - Alpha channel changes over time. - Scale changes over time. 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted September 2 Share Posted September 2 Duration is a function of the particle count, burst quantity, and emission frequency. I just added emitter shapes for box and ellipsoid, including area. The scale beginning and end is in the radius properties, although I think that should be renamed. Alpha is automatic. I was not planning on the graph mechanism for scale and alpha that Leadwerks uses, because I think it is overcomplicated and I never saw it getting used. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted September 2 Share Posted September 2 It could also be possible to make the particle count automatically calculated and hidden from the user, and it would just adjust to whatever the settings required. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted September 11 Share Posted September 11 What about particle life time / limits how far particle can fly? Quote Link to comment Share on other sites More sharing options...
Josh Posted September 11 Share Posted September 11 That result is controlled by the velocity and particle count right now. I am saying, maybe the inverse should be true. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted September 11 Share Posted September 11 So what exactly is particle count then? For example i need particles for shotgun in specific cone without moving particles beside this cone borders and i'm not sure how to achieve this result. Quote Link to comment Share on other sites More sharing options...
Josh Posted September 11 Share Posted September 11 The particle count is specified when the emitter is created. It's an optional parameter in the Create function. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Dreikblack Posted October 30 Share Posted October 30 Life time for particles needed for 1-time effects like blood sprays, shots and explosion. With it would be possible to make such effects with fast enough particles that will not be over whole map. Also some kind of checkbox for 1-timed effects would be nice with a method to start burst on command. Quote Link to comment Share on other sites More sharing options...
Dreikblack Posted November 9 Share Posted November 9 Still need getters for ParticleEmitter (GetParticleVelocity, GetParticleTurbulence etc.) Quote Link to comment Share on other sites More sharing options...
Josh Posted November 13 Share Posted November 13 On 11/8/2024 at 8:32 PM, Dreikblack said: Still need getters for ParticleEmitter (GetParticleVelocity, GetParticleTurbulence etc.) These are added now. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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