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It's a wild suggestion so feel free to ignore, but having more types of particle emitters would probably be cool. (It's also weird there isn't already a ticket for that, but I guess good particle effects are generally underestimated in games.)
Like beam emitters with startpos, endpos, trails, trail-fading, beam-fading and intense and zappynes (like for lightening bolts) parameters, or mesh emitters.
As for the editor, a tool/stamp to group emitters would be awesome where included emitters could auto-inherit some parameters like lifetimes from. Imagine that for explosions, where you typically have fire, sparks, smoke and debris particles.
Note that I'm not even using Godot atm; I just think it would be a really cool feature to have for a game engine and it's probably a PITA to add manually afterwards. So if you got the time and motivation, why not.
The text was updated successfully, but these errors were encountered:
+1 on this, I implemented non linear beams with collision support on my game using polygons + raycast https://gfycat.com/DrearyMadeupBlobfish
But I would love a similar solution with particles and collision like the unreal one, also should be less resource intensive than my approach
It's a wild suggestion so feel free to ignore, but having more types of particle emitters would probably be cool. (It's also weird there isn't already a ticket for that, but I guess good particle effects are generally underestimated in games.)
Like beam emitters with startpos, endpos, trails, trail-fading, beam-fading and intense and zappynes (like for lightening bolts) parameters, or mesh emitters.
For example, check out this video.
As for the editor, a tool/stamp to group emitters would be awesome where included emitters could auto-inherit some parameters like lifetimes from. Imagine that for explosions, where you typically have fire, sparks, smoke and debris particles.
Note that I'm not even using Godot atm; I just think it would be a really cool feature to have for a game engine and it's probably a PITA to add manually afterwards. So if you got the time and motivation, why not.
The text was updated successfully, but these errors were encountered: