Godot's particle system is very simple and does its job very well, but some things can be added to it:
Off topic: add randi_range(min, max). No more cyber-bulling to integers!
Seen #6235 then, regarding the random numbers?
@Sslaxx No I didn't. But that's something that I don't see why it's not implemented yet. I mean, they made the hard part, the float version, but skipped the easy one.
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.
See also #3994, #4003, and #4294
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:
Watch it in action on https://youtu.be/vG-0RO7e48U
There was a similar request before, so also add #4250
currently working on new particle system, this kind of stuff will be
possible
On Fri, Jan 6, 2017 at 8:34 PM, Freeman notifications@github.com wrote:
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 http://maxproude.com?p=160 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
https://github.com/godotengine/godot/issues/4250—
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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.
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.
Most helpful comment
currently working on new particle system, this kind of stuff will be
possible
On Fri, Jan 6, 2017 at 8:34 PM, Freeman notifications@github.com wrote: