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Notes -
They can, you just move the UV coordinates by particle lifetime. It's how I handled everything originally, including the monster animations. I was a bit hesitant to just throw a higher fidelity images at it to mind the resource use, but it looks like an entire flipbook from your link is like 4MB, so it should be fine. I'll play around with these.
You mean the second out of the 3, or the second shader effect (so third out 3)?
Technically shaders give you "infinite" fidelity, the limiting factor is the screen resolution (and much later, if you keep zooming in, floating point precision). That said I'm surprised how far a few extra pixels will get you. My textures were 64x64, these ones seem to be around 400x400, and look decent even at high zoom.
Sounds about right. The main effect I lifted from here, it does use perlin noise from what I can tell, and I used the smoothstep function to add the dissipation.
Huh, wasn't sure this was even possible, as I'm not doing this the standard way - since the main simulation (including projectiles, collisions, etc) also happens on a shader, it would be too costly to pass the results to standard scene nodes. I basically have to hack the particle system, and if I can't program it there, it would be too much trouble. Good news Godot seems to have an
emit_subparticlefunction for it's particle shaders, so this should be doable. I'll give it a go.Did you forget to paste a link by any chance?
Anyway, thanks for all the hints man!
yup, sorry, here ya go
for bright particles generally, check out additive, screen and multiply shader effects. not sure how your engine handles or names those, but it ought to have some analog for them, and they're essential for doing bright effects like explosions, fire and sparks.
Also, I meant the second explosion. third one would look cool if you can get a lightning effect stacked on it.
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