Hi i started expanding the particle effect class. What i did so far :
- Random texture atlas frames
- Gravity
- Graph based interpolation (linear/ cosine) of scale and velocity (this is still experimetal i’m tring to use it for explosions and mushroom cloud)
But can’t figure out how to implement direction aligned particles. As i remember in SPARK2 it was done by directly recalculating the quad’s vertex positions (apply rotation,scale , and translate)
but in urho it is done by storing the quad in 2d (MASK_TEXCOORD2). Does this mean that the particle calculations are performed on GPU ? if so , what/where would be the best way to modify the code to add direction in 3d to them ?
Also there’s some small problem with colorfade values as the time values are scaled instead of normalized. If you have particles with random lifetime beween 5 and 9. You can’t set the correct color values for both of them (if your last time-key is 9 then particles with liftime of 5 will pop earlier or vice versa)
Wouldn’t it be better to store time values normalized ? (0 - born of the particle 1- death of the particle inependently of their lifetimes) ?