Then you have a created a simple particle system for your game. GUI is not what takes up good portion of the code.
Blender has a particle system which I was referring to. I was not referring to BGE. And it doesn’t use the terms you were after.
And I’m saying this twice already, it’s a non realtime system supporting features not possible to do in realtime. No wonder it’s structured differently.
Learning the exact names and concepts for particles and looking for them on another engine is pointless because no other particle system is going to be like Panda3D particle system, or particle systems made on Unity.
This is so silly.
It’s like saying learning terms in the game engine you are using is pointless because other game engines you might use in the future might call them differently. You learn the terms for using the engine, like you learn the function and class names, to not open the API reference every time when writing code.
You have merely customized existing systems, whether you made it by a checkbox or changing around function variables or actions.
Don’t try to guess what I’ve done before. Claiming how much more you have went than me doesn’t prove your point, it’s a logical fallacy.
If you really were comfortable with core mechanics of particle programming you wouldn’t be here complaining about a missing feature in BGE. You would be happily coding your own particles from scratch having realized how little a difference prebuilt particle system makes for you.
Again, you could say this about every feature of every game engine. “If you knew how to do it yourself, you wouldn’t post it as a missing feature here and just code it yourself”. How many times do I have to explain to you that time is an important factor for you to get this.
Where did I create an empty?
Not an “Empty”, an “empty object”. I’m repeating myself yet again.
Let’s say I want to emit a smoke trail that gets distorted by wind which I’ve implemented myself to affect what I want (such as meshes topology and normals, shaders for example). I want the smoke trail also to sense objects moving through them and distort it with location, orientation, scale, color, alpha according to curves that are defined by me.
…
For another game I want fire that is affected by custom wind, does damage, is able to catch between objects.
You’ve used so many vague terms here. What do you mean by “distorted”, “affect” topology, normals and shaders, “sense” objects, “custom wind”. And instead of “does damage and is able to catch between objects” you could just use the standard terms “particle collisions”. Yeah, that’s possible, btw.
I could go on and on. Whether this is actually possible in some engine is trivial.
facepalm that was the point. You said there might be things not possible to do with a built-in particle system that’s why one is not needed then say whether it is possible or not is not the point. That’s the whole point. You can do that. Think of something which you can’t do before saying that’s the reason a default particle system is not needed. The burden of proof is on you.
And yet again, because something won’t work for everyone doesn’t mean it’s not needed. It is, like many agree.
Making a particle system that offers this scope of things with GUI would probably take 50-100 times the amount of code you need to make the specific thing yourself from scratch.
Nonsense, where did you get those numbers?
And if you’re using the particle system which comes with the engine, you’re not writing the code, what’s your problem here?
And no matter how versatile you make it, there are always people that come crying how they can’t do the exact thing they want to.
And I’m repeating myself yet again. Saying something is not needed because it might not work for everyone is silly, you could say that to everything in every library.
You have to understand why (almost) no self-respecting programmer find this job lucrative.
Says you.
GUI particle editor is not a “game engine” feature.
Says you.
If BGE had particles the discontent would be about Android/iOS exporting, Asset store, GLSL.
I wouldn’t.
Except GLSL (aka shader support).
If that is the scope of your game engine knowledge go read the wiki article on them.
I would suggest you do the same.
OFC particles are missing feature of BGE because it’s just not there.
Tautology.
Having a builtin system there might make BGE more lucrative in the eyes of beginner but in reality as you start making your game the particles are nothing but dumbened-down path to eye candy and visuals.
Nonsense.
By the time you have a game you want to polish with particle effects you already have enough knowledge to make your own particles or particle systems.
Ugh. You’re kidding right? You still don’t understand that development time is an important factor when choosing an engine?
The only thing a builtin particles might benefit BGE are in optimization where it could be done in C++ instead of user scripted python to make particles more efficient though limited in expression in these cases.
Nosense. It is a good reason why you shouldn’t write one in Python and why we should have a particle system and maybe also a GUI for it, but that’s not the only reason.
The rest of the community simply ignores you bashing the BGE and maybe I’ll grow tired of defending against ignorance some day as well.
And what are you, a psychic? You know why others aren’t posting? This is so childish.
But about graphics programming or particles in general you have yet to show where my expertise fails.
I’m not going to waste my time repeating what I’ve already said. If you don’t get it, or disagree, so be it.