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Would it be possible to have an option on groups/emitters to interpolate between positions? #127
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Hey man, does this help? #129 |
I think it could be better option than is available now for high speed straight kind of effects, like some rocket trails. I gave it a whirl, pretty cool except I think one would need to be able to do:
The same way we are able to update an emitters position. This way the start of the line could be kept behind the traveling object. Right now it stays in place as the object zooms away and particles get thinner on the line as it gets longer. I guess as it is now, could be made to be some kind of laser cannon :D |
Ah gotcha. I suggest just branching the code for yourself then and just
tweaking that part of it so it's customized for your own project.
…On Sun, Jul 22, 2018, 11:16 AM code-matt ***@***.***> wrote:
I think it could be better option high speed straight kind of effects,
like a some rocket trails. It would not work for something like a homing
rocket.
I gave it a whirl, pretty cool except I think one would need to be able to
do:
emitter.start.value = emitter.start.value.copy(newPosition)
The same way we are able to update an emitters position. This way the
start of the line could be kept behind the traveling object. Right now it
stays in place as the object zooms away and particles get thinner on the
line as it gets longer.
I guess as it is now, could be made to be some kind of laser cannon :D
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https://gamedevelopment.tutsplus.com/tutorials/creating-smooth-particle-emission-with-sub-frame-interpolation--gamedev-10914
It's useful(required) for smoke trails on rockets and other moderately fast effects. I took a stab at adding it myself and failed miserably. Is this possible to add without adding too much of a performance hit?
I mean the world position, after 'attaching' the emitter to a quickly moving object by updating its position to match the object each frame. I imagine it would be a boolean on the emitter or group.
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