From d92c767cf4c20ba7cef25fd5bbd7faa24e7d5148 Mon Sep 17 00:00:00 2001 From: spatialfree Date: Wed, 18 Dec 2024 09:12:34 -0500 Subject: [PATCH] particle tuning --- src/Arts.cs | 2 +- src/VFX.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Arts.cs b/src/Arts.cs index 72aab95..432e452 100644 --- a/src/Arts.cs +++ b/src/Arts.cs @@ -209,7 +209,7 @@ static class Arts for (int i = 0; i < particles.Length; i++) { Particle particle = particles[i]; - Mesh.Cube.Draw( + Mesh.Sphere.Draw( mat_unlit, Matrix.TRS( particle.pos, diff --git a/src/VFX.cs b/src/VFX.cs index 2ac072c..adcb901 100644 --- a/src/VFX.cs +++ b/src/VFX.cs @@ -23,7 +23,7 @@ static class VFX index = (index + 1) % particles.Length; Particle particle = particles[index]; particle.pos = pos; - particle.vel = Quat.FromAngles(Random.Shared.NextSingle() * 360, 0, 0) * Quat.FromAngles(0, Random.Shared.NextSingle() * 360, 0) * Vec3.Forward * 6.0f; + particle.vel = Quat.FromAngles(Random.Shared.NextSingle() * 360, 0, 0) * Quat.FromAngles(0, Random.Shared.NextSingle() * 360, 0) * Vec3.Forward * 3.0f; particle.ori = Quat.Identity; particle.scl = (1.0f / 3) * Maths.smooth_start(Random.Shared.NextSingle()); }