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Particles slowly spawning and very slowly floating with some random walk direction before despawning seems like a great effect to add a sense of depth to the scene.
Ideally we should have a few layers of these, let's say 2 foreground layers, a 1 layer between each 2 layers of background.
The size of these particles should get smaller the farther they are.
They should also all get parallaxed.
In terms of the general direction of movement, I think it would look nice if the particles move roughty in bottom right direction, but ideally we should be able to alter the direction easily
Also it will be necessary to be able to modify the shapes of these particles, so for the first ice biome we can make them look like snow, but in other biomes they can look more organic like some of the video references
It's very important that all this is very light on performance
The text was updated successfully, but these errors were encountered:
c12hz
changed the title
Add 'floater' particles
'Floater' Particles [ $270 ]
Sep 26, 2024
Particles slowly spawning and very slowly floating with some random walk direction before despawning seems like a great effect to add a sense of depth to the scene.
Ideally we should have a few layers of these, let's say 2 foreground layers, a 1 layer between each 2 layers of background.
The size of these particles should get smaller the farther they are.
They should also all get parallaxed.
Here are some good references:
https://www.youtube.com/watch?v=Y_oubEPbNvg
https://www.youtube.com/watch?v=EAIEqDT63tg
https://www.youtube.com/watch?v=AEKHCOlMExU
In terms of the general direction of movement, I think it would look nice if the particles move roughty in bottom right direction, but ideally we should be able to alter the direction easily
Also it will be necessary to be able to modify the shapes of these particles, so for the first ice biome we can make them look like snow, but in other biomes they can look more organic like some of the video references
It's very important that all this is very light on performance
The text was updated successfully, but these errors were encountered: