Jump to content

Search the Community

Showing results for tags 'subemitter'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi all, was just having a play with an effect for an explosion, and thought it would be cool to trial out some fireball style effects with some sort of simulated gravity. eg. 4 or 5 fireballs, with smoke trails behind.. Had a play but noticed that pixi particles doesn't really offer anything in terms of subemitters, unless I've missed it? So really been trying to find a workaround. I'm not so hot when it comes to the maths of any gravity, so have used gsaps 2dphysics plugin to get it working https://greensock.com/docs/Plugins/Physics2DPlugin... so each fireball itself is a sprite in a container, then onupdate with that animation, the x&y position of the fireball is sent to update the ownerposition of the trail emitter. It does work pretty well appearance wise, but performance does feel like it takes a bit of a hit, which Im guessing maybe down to the plugin. Any ideas on any more "optimal" ways in which something like this could be achieved?
×
×
  • Create New...