MackeyK24 Posted July 26, 2017 Share Posted July 26, 2017 I am trying o figure out a way of doing bursting in a particle system... what I mean is I wanna one-shot or burst an amount of particles (but not end or stop playing the particles from the the previous burst) and one-shot or burst another amount of particles right behind the first set at a specified delay in milli secs or whatever... think of Indian Smoke Signals type effect. Yo @Deltakosh or @Sebavan or ANYBODY else know how to make this happen... of even modify the BABYLON.ParticleSystem to support BURST instead of just a one-shot then you die type deal I know 'maualEmitCount' gives you a one-shot then die type deal... but I need something like that but be able to one-shot multiple and a given delay ALSO... Can anybody tell me for sure exactly what ParticleSystem.emitRate is that how many particles PER SECOND... so and emitRate of 1 would emit 1 particle per second (if emitPower min/max ratio set to 1.0) ??? Quote Link to comment Share on other sites More sharing options...
Raggar Posted July 26, 2017 Share Posted July 26, 2017 I'm not quite sure I understand what you mean. If you start, stop and then restart the particleSystem, the previous emitted particles are still alive and well. http://www.babylonjs-playground.com/#2E96HN Quote Link to comment Share on other sites More sharing options...
Wingnut Posted July 28, 2017 Share Posted July 28, 2017 Hey Mackey... good to see you again. Same for you, Rags - I've never seen a particle burst system like that. Pretty cool! Mack... the .manualEmitCount is not a burst then die. It is still alive after the burst. Just set a NEW amount of .manualEmitCount, and it will burst again. http://playground.babylonjs.com/#206JUO#3 See lines 86-96... setting a new .manualEmitCount every 1/3 sec. The particleSystem is alive after-burst, but its particle hopper goes empty. .emitRate is predominantly not used for this. ----- As for the particles-per-second question, I don't think it can be determined. I went looking around in source, but I didn't see anything apropos. But if you put 1 particle in the .manualEmitCount particle-hopper every second, then it's 1 PPS. Raggar 1 Quote Link to comment Share on other sites More sharing options...
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