this post was submitted on 05 Mar 2024
58 points (100.0% liked)

Godot

5861 readers
34 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[โ€“] Psaldorn@lemmy.world 3 points 8 months ago (3 children)

Great video, thanks.

The only question I have is why use particle emitter if only using single meshes? Is that the best way to get shaders hooked up?

I'm not saying I know better, I just want to understand the decision process ๐Ÿ™‚

[โ€“] threethan@reddthat.com 4 points 8 months ago (1 children)

It's useful for modularity and consistency.

If you have a fireball attack, explosion attack, and laser attack, it's better to just use a particle emitter for each. You can reuse scripts in this case.

You might want to add additional effects, maybe particles being emitted at the source when it first fires or from the beam when it's turned off. This would be a bit more simple if everything's just a particle effect.

load more comments (1 replies)