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Hello,
Many people are reporting that firespitter in KSP 1.8 is conflicting with Mechjeb.
Is there anything can be done on this part?
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Hanack's entity system provides the basis for many other so called **subsystems**. Almost everything in the game can be considered to be an entity. The work seems to be done mostly, but it needs to be…
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## Following is a list of available tasks that anyone can pick up.
**Gameplay**
- Auto-firing weapon. Create `AutoFiringWeapon : BaseWeaponBehaviour` which checks for enemy in range/angle, but aut…
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The engine uses the default plane and cube assets for debug rendering and particles. Currently these are loaded in the techniques that use them. This should be made a clearer step during engine initia…
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- akinci2012 - [Versatile Rigid-Fluid Coupling for Incompressible SPH](https://cg.informatik.uni-freiburg.de/publications/2012_SIGGRAPH_rigidFluidCoupling.pdf)
We need to first implement Akinci2012 t…
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Example: Operation Cleansweep - Landing Bay 7, the big pillar-ish thing right after the spawnpoint room.
![pew](https://user-images.githubusercontent.com/112336094/187431420-7874a651-ecf8-453b-8269-1…
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I want to remove all those extra --paths and --passC:"-I.."s.
from particle.nim: `import urhomain, ui, stringHash, variant, octree, renderer, component, color, text, uielement,
resourcecache, scene,…
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While this issue is seen across most, if not almost all HL2 games, both in the SDK 2013 Singleplayer asset listings and in respective launch titles, Episode 2 is the most notable example I could find …
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# 제작 방법
## 생성
1. 컨텐츠 브라우저 우클릭 > 나이아가라 시스템 > 선택된 이미터에서 나온 새 시스템 > `Fountain`
2. 이미터의 이름을 `Flames`로 수정
## Flames
### 이미터 업데이트
- `Spawn Rate`
- `Spawn Rate` : 50
### 파티클 스폰
- `Initialize Par…
Eu4ng updated
10 months ago
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Hi @tkeskita, I've been trying out the `VTK To Blender Particles` node.
The colors work fine in the Rendered Viewport Shading mode with the Cycles engine.
But the final rendered image (with Cycles)…