![]() Still planing on going with GPU acceleration, but first I want to try to take another route which involves threading. I need to implement it directly into PP, figure it's the best way to get user feedback and data from machine hardware at the same time. Happy you're onboard the beta! I'll get back to you with the details later on. If you feel like I missed something please get back to me, preferably with an image if you can. It sounds a bit though like what you would experience if new particles would emit after the manipulator has passed, but having a larger manipulator always covering the entire area during its period of fire should solve it (if you move it from start to end while scaling you should be able to simulate the moment of combustion as well). It's possible to color in range of the manipulator and set the new color during the lifetime by enabling or disabling Only Color In Range (see attached image), this should also work with lerp transitions both ways. It sounds like you could use a larger size of your manipulator (unsure about how it will work with your implementation), either a box-shaped where you resize the extents or a spherical where you change the size. I'm happy to hear that you're using it in your game! Let's try to figure out what could be the issue. It will be interesting to see what unity does in this regard as apparently even mac os mavericks doesn't support Opengl computer shaders, only opencl. ![]() You might want to do what the fluidsim plugin does and have a cpu based version that anything can use and then add additional support for opengl acceleration and directx11 support with them being used if available on the platform. I can get it to change the colours when the manipulator moves over them but as soon as the manipulator moves past them they return to their normal colour.Īlso if there is any beta stuff you want tested I am happy to test it out.īy the way, are you still planning on making your own gpu accelerated particle system ? If so you might want to either wait for unity to release whatever cross platform computer option they decide on or make your own opencl dll and use that rather than just directx 11 compute shaders. To do this I want to be be able to send a colour manipulator backwards down the spine and colour all the particles. In my game the user can pick up powerups that set fire to the spline and make it change colour. I'm attaching a particle emitter to the spline, moving it along it and setting the particle lifetime based on the length of the spline so that they disappear at the end of the spline. Hi Save is there any way of making the changes that manipulators make to particle properties permanent for them until they die ? I've got my dynamic plasma spline working quite well with particle playground except for the colour change I want.
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