Skip to content
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

Closed

Conversation

ShadowNinja
Copy link
Member

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.

@VanessaE
Copy link
Contributor

VanessaE commented Oct 2, 2013

Nice tweak. +1

@Jordach
Copy link
Contributor

Jordach commented Oct 2, 2013

I agree as well; just for the fact of little to no particles suck.

👍

@PilzAdam
Copy link
Contributor

PilzAdam commented Jun 6, 2014

Have you tested this on slower hardware?
When playing around with this a while ago I noticed that many particles can cause a significant FPS drop.

@ShadowNinja
Copy link
Member Author

@PilzAdam: No, particles are very slow. They would probably be much faster if we used Irrlicht's particle systems instead of entities.

@sfan5 sfan5 added low-priority enhancement and removed Feature request Issues that request the addition or enhancement of a feature labels Oct 6, 2014
@paramat
Copy link
Contributor

paramat commented Oct 6, 2014

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.
Also, particles are slow even without collision detection, even more so with. 32 makes a very satisfying complex explosion of paticles, how can anyone not see 32 bouncing particles as a large amount? Please remember the central philosophy of Minetest: K.I.S.S. Even with irrlicht particles we should exercise some visual restraint and keep it at 32.

@Calinou
Copy link
Member

Calinou commented Oct 7, 2014

Please remember the central philosophy of Minetest: K.I.S.S.

I'm… doubtful. You are only one of the core developers.

@paramat
Copy link
Contributor

paramat commented Oct 7, 2014

Well, K.I.S.S. is Celeron55's phrase, i agree with him and am repeating it here =)

@ShadowNinja
Copy link
Member Author

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.
32 particles just looks like you brushed off the node a bit, it should look like the node broke apart. This isn't enough to make it look like it's completely solid, but it's much better. It looks particularly good with oddly_breakable_by_hand = 3 nodes.

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.

@kwolekr
Copy link
Contributor

kwolekr commented Jun 28, 2015

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.
What this PR actually does is a rather trivial tweak. It modifies some constant value that should really be a setting (perhaps a per-node setting, even). We feel as if there simply is not enough value here to merge: closing.

@kwolekr kwolekr closed this Jun 28, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

9 participants