Open jcostello opened 2 years ago
See also https://github.com/godotengine/godot-proposals/issues/3348.
There are a lot of potential questions with this:
Array[CPUParticles3DExpiration]
) instead of just returning a PackedVector3Array
.But, most importantly…
Communicating from the GPU back to the CPU is either very expensive or impossible. Therefore, this is likely only feasible for CPUParticles3D, not GPUParticles3D. For GPUParticles3D simulation to be efficient, everything needs to happen on the GPU – no exceptions.
@Calinou If this is imposible for GPU particles then maybe: 1) Allow the sub emit particles to rotate by the normal of the died particle. So water splash in the rain spawn with the right direction. 2) Implement decal particles
So both CPU or GPU can use it
Describe the project you are working on
Testing 4.0
Describe the problem or limitation you are having in your project
Working on a meteor shower example where a meteor is a particle, there is no way to spawn nodes like a decal where a particle died.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The particle node would emit a signal for each particle that died with the particle position.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Read above
If this enhancement will not be used often, can it be worked around with a few lines of script?
No
Is there a reason why this should be core and not an add-on in the asset library?
GPU Particles are core