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I was trying the standard "object leaves a trail of particles" effect but found that the particles were rendered relative to the emitter - even if the emitter moved - rather than keeping their own pos…
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Particles currently have an initial velocity determined by the InitModifiers on an EffectAsset and the GlobalTransform of the emitter entity. Certain classes of visual effects also need to account for…
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Gpu methods like LB_GPU or GPU-based electro/magnetostatics collect particle data on the head node at the beginning of the force calculation.
This is blocking, which potentially lets nodes idle.
Assu…
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I apologize but I can't find the right place on GitHub to make this request.
I'm looking for a JavaScript expert for creating a particle for the connection with a hotel booking engine on Gantry 5. I …
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* Current workaround is to create an intermediary child game object and use that as a pivot
* Local vec3 translation
* Offsets scaling and rotation
* Dynamic property, get/set/animate
* Should not…
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Hi,
I just started using this program but I noticed that when a failure occurs some aircraft don't show that an engine fire is actually happening. Could there be a feature that makes the plane sensor…
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### Describe the project you are working on
The Godot editor :slightly_smiling_face:
### Describe the problem or limitation you are having in your project
GPUParticles collision works well, …
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# 魔法の世界なんだから魔法っぽい感じの演出をする
# 3D
## Mega Magic VFX Bundle
https://www.unrealengine.com/marketplace/ja/product/mega-magic-vfx-bundle
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Loading the default spectator view of chasm with snow flakes is a good way to test the particle code. With this scene, the CPU usage is easily higher than GPU usage.
_Note:_ The following numbers c…
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## Details
I have been testing Flutter to evaluate its rendering capabilities. Because I intend to create a Graph viewer That needs to deal with millions or billions of nodes, with colors, movement…