Jerome Humbert
Jerome Humbert
This is an interesting one. I thought about it a bit. I think the proposed approach of having a pool of `ParticleEffect` (not spawners) is pretty reasonable. Keep the pool...
@Reiuji-ch thanks for the details. It's interesting to compare what other libraries are doing. I'm assuming love2d is CPU-based though, no? Because that would be a lot easier to implement...
I think we need an option to configure. Those modifiers are acting during the update phase, and so the modifier may move and have a different origin each frame. So...
Note: the new Graph API merged in #191 allows defining the exact behavior needed via the `AccelModifier`, as a workaround. Eventually the radial and tangent acceleration modifier will likely get...
> there is really no reason to add this to nom. I think this is a very common use case for text formats, yet it's unintuitive and full of traps...
`Animator` is generic over the target `Component` because you need to declare the system parameters at build time for Bevy to work (at least until we get dynamic queries). I...
See also #111 and #122 for discussions, in case what you meant is how to remove once the animation is done?
Wouldn't this not be best accomplished with the one-shot change from #122 and registering your own system so you can clean-up things however you want? I absolutely see the value...
There were a number of bugs fixed recently, which might explain (hopefully) effects not showing up. If you can remove the `VERTEX_WRITABLE_STORAGE` requirement from the code and test the examples...
Yes this is a planned feature, although one pain point from the start has been that modifiers are trait objects, and trait object serialization is pretty hard (not supported by...