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
Log in to leave a comment