Comments (2)
After some testing it seems that it is viable to use Unity's particle system renderer to handle such a task. Some further testing on what this means in terms of restrictions is needed.
from danmaku.
Completed as of Alpha v0.5.0 in the form of Particle System rendering. Some work may be needed to generalize it to work with non-Danmaku objects.
from danmaku.
Related Issues (20)
- Additional Collider Support
- Wiki indicates that C#'s % is equivalent to Danmakufu's %
- Is this project continue HOT 3
- Missing References HOT 3
- About the prefab HOT 1
- DanmakU colliders not working HOT 2
- Danmaku should be able to move according to their defined velocity/angular velocity. HOT 1
- Danmaku should be pooled to minimize instantiation and destruction time. HOT 1
- Particle System Based Rendering should be restored. HOT 1
- Document the use of Fireables as a way to construct firing patterns.
- Should we revive this project? HOT 15
- Set up automatic docfx based documentation generation with Travis CI
- Collision processing grows linearly with total number of bullets, not the number of bullets that need checking
- Destroying bullets in pool creates rendering order artifacts HOT 1
- Probably wrong circle fireable logic.
- Probably incorrect bounds2D intersects condition HOT 2
- Uninitialized positions passed to collisions functions
- Add per-Danmaku scaling HOT 3
- Disabling one DanmakuEmitter / changing frame rate causes bullet rendering issues HOT 1
- Incomplete Guide HOT 2
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