Simply by grouping(in single frame's perspective) `GPUParticles3D.emit_particle` calls with for loop & with sufficiently high particle amount cap this is possible. (This demo uses 4096 per emitter, min 128 max 256 particles per shot)
Since redrawing same mesh multiple places can be done via GPU instancing I don't think this would cost too much memory as mesh & material can be shared unless we spam mouse real hard that there's way too many particles onscreen - which even unity or unreal would struggle. But docs still says it would affect GPU performance, kinda curious if it's memory-wise or not.
Code in 0:40 or github.com/jupiterbjy/Project...
I was also mindlessly just instantiating new emitter scene even for gun but say no more to that, tho shall no longer instantiate scenes for repeated effect! (unless high particle cap hits memory which I didn't tested)
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Song: Promise by Karl Casey, White Bat XII - no regret paying this free album, sounds quite good overall - especially Conspirator.
17 июн 2024