mostly just bug fixes/sim stuff again next update gameplay mechanics for sure
-created a path pattern which accelerates the particle in a semicircular path from one end to the other
-blood sim verifies the acceleration vector is nonzero before trying to do math with it
-manipulation field updates aligned with blood sim updates
-fields now push the velocity towards the acceleration direction instead of accelerating the particle position towards the acceleration direction to give more control over movement
-particles track the field they are currently in and their maximum inheritance value since they entered
-particles always uses their maximum inheritance value to calculate motion in order to prevent a bug where the particles at the edge of a field’s border would stray slightly too far and get flung out of the border
-field velocity is not applied to particles unless the direction vector is near length 1 instead of non-zero as some precision was lost when storing field patterns in images causing difficulties detecting zero vectors
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added support for non-uniform scale patterns, previously all patterns had to have a 1-1 xy scale for the math to work and I wanted to add something that wouldn’t work as a square and so I had to basically rip out a lot of stuff here.
-reworked the pattern system to use a displacement vector instead of a gradient to calculate acceleration and inheritance value and changed calculations such that the particle will accelerate towards the shortest path to the shape even when non-uniform
-updated the generic pattern maker and condensation pattern accordingly
-changed the pattern renderer to automatically swap frames and render each pattern in the scene
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Created a pattern to launch a blood particle spike. I tried a few other things to make the spike grow rather than form all at once, but I couldn’t get it to work nicely so I’m leaving it at this for now
I also updated the pattern making script for edge cases and that caused an issue in the particle sim because I adjusted the pattern parameters too much so that was fun to debug
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