convert these 10 actor movement to 10 particles instead (find the formula)

3absh3absh Member Posts: 601
edited February 2020 in Working with GS (Online)

I'm not sure if this is even entirely possible.

But I want to use particles that move in such a way as the attached file.

I plan to use tens of particles and my guts tell me particles are the way to go in this case to use less cpu and memory.

But I haven't found a formula yet that simulates the same movement as in the given example.

I'm a scientist I'm supposed to be good at this sort of stuff :neutral:

Comments

  • ArmellineArmelline Member, PRO Posts: 5,397

    By the time you have enough coins for performance to take a noticable hit, you've got more coins than it's worth displaying separately anyway. You'll struggle to get as nice an effect with particles, if it's even possible. What's the max number you intend to show at once?

  • UltraLionBluUltraLionBlu Member Posts: 157

    Could you also do everything through an animation?

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    I'd stick with using the individual actors like you have it. With particles there is no way to set a 'destination point' like your coins have.

  • 3absh3absh Member Posts: 601

    Could you also do everything through an animation?

    Animations I think are not an option here, as they consume the most resources.

  • 3absh3absh Member Posts: 601

    What's the max number you intend to show at once?

    I'm currently displaying less than 10, I don't want to go too high as it might impact performance on slower phones.

    I wanted to try out particles because I think I can easily quadruple that amount, since particles don't have any attributes, physics etc.

  • UltraLionBluUltraLionBlu Member Posts: 157

    I know it's horrible but I meant something like this, done better, you could add a lot more coins and I don't think it would be a problem for Gamesalad

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