Yes, the title reads like a Monty Python sketch
Today, the library got simplified a lot by merging all internal TMaps into one. This was needed because I needed each id in the library to be unique. The reason for this was that it should be possible for spawners to spawn new spawners. Before this, each item type had it’s own internal id series. This posed problems when I added the possibility to select spawners in addition to particles and the selected spawner had the same id as a particle. Choice lists would get messed up. But not anymore.
The explosion on the right has a spawner which spawns 5 fire cloud spawners, creating trails of fire. This was one of the final important features that had to go in before I wanted to add the engine to the game. The engine is ready for the big bangs now!
The engine spawner code has become a bit messy, with some repeating code, but I will get back to that later. What now is needed is a line type of spawner, allowing particles (or spawners!
) to be created on a line. This will be great for lasers, plasma beams, and more. I want the offset of spawners to emitter to be changeable over time, instead of fixed values.
I added a lot more control over how things are spawned (angle, direction, scale, etc) The combinations are starting to add up now, allowing for great combinations.
I’m also busy making ‘weird’ particle images for my aliens. Doing a lot of testing with those particles to create unique, pulsating energy shapes. It’s fun and so far, almost no crashes happened as I keep adding combinations in the emitters. So far, so good, and a new version of the editor should be on the project page in a few days, once I am sure the new stuff is stable.
Looks good Wiebo!