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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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**Describe the bug**
During idle descent, the contrail particles appear before the engines
# Please provide documentation references:
Place an x to check the boxes:
- [x] Something found dur…
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```
Various parts of the engine often require offloading tasks to other threads in
order to take advantage of multi-core CPUs.
For example skinning and particle update computations are often expens…
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Not sure if this is an Editor issue or an Engine one.
https://user-images.githubusercontent.com/16639049/138459342-05d194ff-ab03-4cc7-bf0b-ab55eb86fbf4.mp4
- Create a particle system
- Tick pre…
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Unfortunately, I have very weak videocard (AMD R7 260X), that is able to work properly in decade-old AAA and AA games such as Crysis series, Bulletstorm, The Talos Principle. But when I run demo, it g…
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Maybe this is a naive request, but can we have dither? Apparently TDM added it at one point, maybe somethign similar in Dhewm3 would improve banding in semi-dark scenes, like in the attached video cli…
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### Describe the project you are working on
Change the amount of particles to visually indicate a change that does involve clearing existing particles
### Describe the problem or limitation you …
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Particle emitters will occasionally not show any particles created with them. They are still created (it's not an issue of reaching the SF emitter limit) and also does not appear to be related to the …
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### Describe the project you are working on
I mainly work on FRANZ FURY, but also on occasional Game Jam projects.
### Describe the problem or limitation you are having in your project
With the cur…
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Generate a reference database on sample properties from all surface sites (Apollo 12, 14, 15, 16 & 17; Luna).
- Regolith physical properties (% regolith vs rocks; size range of particles, etc.)
- …