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When I install this I get a warning and the example code does not run. I have tried changing to @tspacticles/engine but it still is not working. This is the error from the demo code.
Looking into …
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### Describe the project you are working on
Working on a racing game that requires some fairly complex meshes to be extruded along curves (for racetracks), Currently, CSGPolygon meshes can be gener…
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### Tested versions
- Reproducible in: Godot Engine v4.3.dev.mono.custom_build.a47830c66 (double precision enabled)
- Not Reproducible in: Godot Engine v4.3.dev.mono.custom_build.a47830c66 (double p…
TCROC updated
6 months ago
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This is a must in any game engine, to not utilize Houdini's procedural content generation & particle handling abilities would be shooting ourselves in the foot, this is an absolute must for the engine…
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### Is your feature request related to a problem (if not, explain why you think this feature should be added)? Please describe.
Modders could use this information to determine, or at least approximat…
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There is a currently an issue, where simulating particles on screens with higher than 60Hz refresh rate, leads to particles to look too fast. So changing`fixedTimeStep` fixes an issue. But as I assume…
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The higher the `Engine` stat is, the faster the countdown decreases and the faster the particles and asteroids move.
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The current particle system seems to be very, very performance heavy. I've got a powerful gaming laptop with GeForce GTX 960M. It can run many modern games with very advanced rendering settings(and ev…
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`MAX_PARTICLES` is hit too quickly, on crowded mission map with lot of fire and flamethrower, there is so much particle that firs-person flames of flamethrower may be entirely skipped. Here, I'm firin…
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## Update
First pass of an MMI implementation was merged in #340, improved in #402 and individual commits
This ticket will stay open to track these future improvements:
* [x] Drag and drop into…