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**Description**
As a content author using Open 3D Engine, I want to be able to create rich particle effects that are well integrated into the physics and lighting systems. Using O3DE's built-in autho…
ghost updated
11 months ago
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The engine loop (consisting of both Physics and Rendering) is a fair bit slower than I'd expect with the hardware it runs on, often fully maxing out a CPU core with a decent simulation; I suspect ther…
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Implement a particle system for the engine.
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### Context
It's a long standing issue, the FleX simulation is extremely unstable for several reasons.
- The timestep must be sped up in order to appear "realtime"
- The parameters will cause const…
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Looking over ParticleGenerator and the particle example reveal several wrinkles that I think should be fixed.
Perhaps I'm overthinking the role of the particle generator here, but presently in the …
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In many cases, a small Circle can be used instead of a particle. No other 2d physics engines seem to have particle shapes. Better to save some build size?
Note: World.prototype.hitTest need to stop u…
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```
Make a particle system to engine using
JOPS.(http://sourceforge.net/projects/jops/) or other particle generator.
```
Original issue reported on code.google.com by `trialfo...@gmail.com` on 11 J…
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**Describe the bug**
I try to use body-composite in xml file to represent a deformable box. When there are 12800 particles, this error will appear.
_Exception: Failed to load XML file: xmls/senso…
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```
Make a particle system to engine using
JOPS.(http://sourceforge.net/projects/jops/) or other particle generator.
```
Original issue reported on code.google.com by `trialfo...@gmail.com` on 11 J…
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This is a double edge sword, I can't explain how annoying it's to deal with particle editor and the client running simultaneously, but it's needed to know the particles names we are using
This way …