particle tuning

This commit is contained in:
ethan merchant 2024-12-18 09:12:34 -05:00
parent 7a4085e335
commit d92c767cf4
2 changed files with 2 additions and 2 deletions

View file

@ -209,7 +209,7 @@ static class Arts
for (int i = 0; i < particles.Length; i++) for (int i = 0; i < particles.Length; i++)
{ {
Particle particle = particles[i]; Particle particle = particles[i];
Mesh.Cube.Draw( Mesh.Sphere.Draw(
mat_unlit, mat_unlit,
Matrix.TRS( Matrix.TRS(
particle.pos, particle.pos,

View file

@ -23,7 +23,7 @@ static class VFX
index = (index + 1) % particles.Length; index = (index + 1) % particles.Length;
Particle particle = particles[index]; Particle particle = particles[index];
particle.pos = pos; 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.ori = Quat.Identity;
particle.scl = (1.0f / 3) * Maths.smooth_start(Random.Shared.NextSingle()); particle.scl = (1.0f / 3) * Maths.smooth_start(Random.Shared.NextSingle());
} }