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yesterday's focus was shader effects, which were done by creating a whole bunch of entities (like, full game objects) with circles attached. this isn't very efficient and won't hold up with any serious usage, so this should live in the particle system.

the particle system untl now was solely one-shot, fire and forget, because that's all i'd ever needed :) but this kind of continuously emitting effect means lifespans, and means the system needs to be able to reset particles. so today's work was setting lifetimes and resetting state properly.