Apel is a library that brings particle animations to the table with flexible behaviour and a clean developer interface. It promises also lots of predefined shapes & paths to help the developer on their particle scene
This will be another ApelServerRenderer implementation, with a couple of additional requirements:
The file should record everything relative to an origin point, but not the world origin. This will allow replay at any point in the world by providing the same drawPos that is produced from an Animator today.
Baking must include the understanding of delay being greater than 1. The client and default renderers handle this because they're scheduled based on server ticks. Files will need some way to encode the delay parameter.
Similarly, baking must include the understanding of processingSpeed being greater than 1. This results in rendering multiple frames (complete with movement/rotation/interceptors) during a single game tick. Currently, the instruction set doesn't support this, so it will need to be added.
The file should be output to a defined location.
Upon loading a pre-computed animation, it should load from a known location under the resources/assets hierarchy.
This will be another
ApelServerRenderer
implementation, with a couple of additional requirements:drawPos
that is produced from anAnimator
today.delay
being greater than 1. The client and default renderers handle this because they're scheduled based on server ticks. Files will need some way to encode the delay parameter.processingSpeed
being greater than 1. This results in rendering multiple frames (complete with movement/rotation/interceptors) during a single game tick. Currently, the instruction set doesn't support this, so it will need to be added.