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Particle System Improvement #6377

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ghost opened this issue Sep 2, 2016 · 8 comments
Closed

Particle System Improvement #6377

ghost opened this issue Sep 2, 2016 · 8 comments

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@ghost
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ghost commented Sep 2, 2016

Godot's particle system is very simple and does its job very well, but some things can be added to it:

  • Random lifetime
  • Collision
  • Take out the delay it takes to emit particles when emitting is marked or make a emit() function
  • Array of colors to choose randomly
  • Fix randomness "bug" where if the param is 0 it doesn't do anything. Suggestion: make it more controllable, like if I put direction 10 and random direction 5 then it do 10 + randi_range(-5, 5)
  • Graph of size during lifetime

Off topic: add randi_range(min, max). No more cyber-bulling to integers!

@Sslaxx
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Sslaxx commented Sep 2, 2016

Seen #6235 then, regarding the random numbers?

@rgrams
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rgrams commented Sep 3, 2016

IMO each particle parameter should be input as a Vector2: Max and Min. That would be easy and let you choose any range you like.

@rgrams
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rgrams commented Sep 3, 2016

See also #3994, #4003, and #4294

@freemanfromgodotengine
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I will add to this particle improvement general subject.
It would be great if Godot particle system was able to do things similar to Hayate Particle Turbulence that was available in Unity's Assetstore for previous version of Unity.
Especially two features:

  • particles "turbulence" generated from Sine, Cosine, Perlin, Animation Curves, Textures and Audio.
  • particles leaving trail.

Watch it in action on https://youtu.be/vG-0RO7e48U

There was a similar request before, so also add #4250

@reduz
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reduz commented Jan 7, 2017 via email

@ghost
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ghost commented Apr 6, 2018

First of all thank you for your report and sorry for the delay.

We released Godot 3.0 in January 2018 after 18 months of work, fixing many old issues either directly, or by obsoleting/replacing the features they were referring to.

We still have hundreds of issues whose relevance/reproducibility needs to be checked against the current stable version, and that's where you can help us.
Could you check if the issue that you described initially is still relevant/reproducible in Godot 3.0 or any newer version, and comment about it here?

For bug reports, please also make sure that the issue contains detailed steps to reproduce the bug and, if possible, a zipped project that can be used to reproduce it right away. This greatly speeds up debugging and bugfixing tasks for our contributors.

Our Bugsquad will review this issue more in-depth in 15 days, and potentially close it if its relevance could not be confirmed.

Thanks in advance.

Note: This message is being copy-pasted to many "stale" issues (90+ days without activity). It might happen that it is not meaningful for this specific issue or appears oblivious of the issue's context, if so please comment to notify the Bugsquad about it.

@Sslaxx
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Sslaxx commented Apr 6, 2018

#7199 - related to this issue - is still open.

@akien-mga
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If some of the features proposed here are still relevant in the current master branch, I would suggest to add them to this tracker: #20473.

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