Great progress so far…thank you very much…you rock!
but…i don’t understand something…
You batched files of the whole folder of effect to json?..am rite…? that’s just to awesomw to believe…
then after that you need to initiazlize first the json to do things…correct?
…do you think this can be tuned up to a dedicated object in GD?
i see that position and rotation works…is possib le to scale too? …
performance is very heavy depending on the effects, there’s a soft cap inside effekseer wasm where it won’t display anymore particles when it hits the limit (that’s where you need to destroy and create the effect again to free memory). there’s also frustum culling which I disabled in the extension, enabling it will increase performance but its not perfect yet since each effect has different shapes and sizes
Well…effects looks awesome…and i don’t have any fps drop…with all 4 effects at once…but i’m even on a ryzen9 with a 3090 24gb…(for what matters)…and ofc the scene is simple…
…anyway looks really cool, hope devs will consider tuning this for better integration…where possible.
Edit:i’ve noticed a little load lag (about 10ms) only the first time effects are loaded …but i guess thaz normal…
and it crashes the preview if you minimize the window and turn back…
i guess bcs effects still runnin in memory…delete em with keypress fixed it.
IDK if that is exactly what Plankton meant
BUT i look at this issue like i seen with longer sound files
If you have some sound that needs time to load before you can play it
So image like longer explosion sound you could of course pre load it
BUT before i learned about pre loading i was going like playing it at beginning of scene with 0 volume once
Now imagine doing same for effect on loading screen for effect
You say i see all larger games having loading screens
Well you know its like pizza
Wanna good pizza it needs to serve its time in oven
Same story here
You need to load some stuff off player eyes so you can use it seamlessly in game
I say its small price to pay
Effekseer looks amazing, and the work done by Planktonfun is truly excellent. I really hope it will be implemented at some point!
In the meantime, I’ve created two extensions—one simpler and one more advanced—that can help fill the gap while we wait for Effekseer (hopefully I’m not going off-topic).
The first extension allows you to create presets for the Particle Emitter, so you can build your own library of effects, combine them, and, most importantly, modify them quickly, even using just 4 or 5 emitter objects in the scene.
The second one is more complex and still being refined: it allows you to apply many PixiJS effects directly to objects or groups. It’s similar to Trapcode tools, for those who have experience with Visual FX.