New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Increase the amount of particles that breaking a node generates #943
Conversation
Nice tweak. +1 |
I agree as well; just for the fact of little to no particles suck. 👍 |
Have you tested this on slower hardware? |
@PilzAdam: No, particles are very slow. They would probably be much faster if we used Irrlicht's particle systems instead of entities. |
c7b9cf1
to
c24e075
Compare
e1cf550
to
03dbbe5
Compare
73b8c08
to
56195dc
Compare
Good grief 256 particles? Nope ;) I was actually considering making a request for halving the number of particles on node dig, but 32 is a good balance. Remember the particles are not representing the entire volume of the block, just a few bits breaking off when the player picks up the entire volume of the block. |
I'm… doubtful. You are only one of the core developers. |
Well, K.I.S.S. is Celeron55's phrase, i agree with him and am repeating it here =) |
Particles themselves are actually very performant; You can have something like 10,000 Irrlicht particles on screen before it starts to become a performance problem. EDIT: Note that this can noticeably affect performance on slower hardware, due to how slow Minetest's particle system is, so it probably isn't ready for merging. |
The controversy in merging this PR is due to the slowness of particles, which shouldn't be a concern after a new, hardware particle implementation is added. |
When a node breaks the particles don't seem to indicate that. This is especially noticeable with dig_immediate = 3 where it simply seems to disappear rather than breaking.