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[3.x] Add infinite lifetime for Particles #53787
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[3.x] Add infinite lifetime for Particles #53787
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Hey @Calinou , thanks a lot for this work! I believe that infinite lifetime is something relevant only for when doing a custom particle shader and it's fine if it doesn't mash well with the existing particle material |
That's a great addition to the ParticleMaterial. About the two points you are unsure:
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Is there anything stopping this from getting merged? Excited to use this feature! :) |
See the TODO section in the pull request – this can't be merged in its current state. Feel free to salvage this PR as I don't have time to work on it. This will also need an implementation in |
3.x? My studio's already on 4.0! xD I wouldn't mind taking a crack at helping out, although I don't think I'm familiar enough with the codebase for it to be expedient. I might make a PR one of these days, tho. I've been led to believe that the logic (as opposed to hardware) particle API internals are essentially analogous, between CPU/GPU/2D/3D? If what needs to be done is mostly boilerplate, I think I can handle it. |
The way CPU and GPU particles are simulated internally is quite different, but 2D and 3D are very close to each other. |
This is useful in custom shaders to render permanent elements such as grass.
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This is useful in custom shaders to render permanent elements such as grass.
I haven't tested this with custom shaders yet. Help is welcome in this area 🙂
This closes godotengine/godot-proposals#2614.
Testing project: test_particles_infinite_lifetime_3.x.zip
Preview
TODO
master
.Not sure about those: