Forrest Sun

Results 29 comments of Forrest Sun

> Hello! Thank you very much for this amazing library @spite. I made a new version of a library using vite and typescript. I would be happy to PR it...

when i implement a dynamical generated sequence, i have to do a special case for one element, which makes the code look trivial and ugly.

the max particle size is just a preallocated buffer. it auto-resizes with the following code: ``` if (particleCount > this.maxParticles) { this.expandBuffers(particleCount); } ``` we can make it 1000, too....

You can also try to do a profiler on Quest to see why it's very slow. The trail renderer is pretty slow in general. I was working on a webGPU...

> Regarding the preallocation and expanding: I understand that. I'm just curious if this could still be exposed (and by default if nothing is set it can still have your...

Batch renders are only good if the number of draw calls is the bottle neck of the application, which is the case for most WebGL based games. if particle count...

check code in BatchedRenderer.ts, only those conditions are met, we batch them to a single renderer. ``` private static equals(a: StoredBatchSettings, b: VFXBatchSettings) { return ( a.material.side === b.material.side &&...

only if when you create multiple ParticleSystems. users can not create batchedRenderer directly

> I'm not exactly sure I understand it correctly. Let's say the following code runs e.g. 5 times: > > ```ts > this._batchSystem = new BatchedParticleRenderer(); > this._batchSystem.name = this.gameObject.name;...

Yes. just remove it from the renderer. and remove it from the scene to keep your scene clear as well > Ok thank you. > > If i want to...