-
```
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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```
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…
-
```
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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Oimophysics uses Inertia about center of shape at (0,H/2,0) assuming origin at center of base of shape.
While calculating Inertia of body, parallel axis theorem is used but I think **cone geometry*…
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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
9 months ago
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This is a proposal to add simple particle emitters for game objects.
When applied to a sprite object, this method would create a particle emitter with all required config options (like widt/height of…
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### Describe the bug?
When you change the size of a DynamicSpriteFont, it seems to cause a memory leak once a glyph with the new size is being loaded.
### To Reproduce
Setup a DynamicSpriteFont, cr…
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will need these two implemented, the afterburner by manipulating a particle emitter, the trail can be done by manipulating a basic mesh.
will require a little code.
both of these will be useful …
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This is following up on the points brought up by @ljwoods2 in discussion https://github.com/MDAnalysis/mdanalysis/discussions/4559
The H5MD (https://www.nongnu.org/h5md/h5md.html#h5md-format-specif…
edisj updated
3 months ago
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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…