In a way small news since implementing again the thing you’ve already implemented before isn’t that big of a deal… but progress is progress.
The new Mythruna engine now has a built-in blueprint editor again.
This was one of the defining features of Mythruna so it’s nice to have it back again. And it’s nice to know that it will definitely be in the 10 year anniversary release (since the last public release) at the end of June.
Great job , i was planning to use toneg0d emitters for similar artistic work (a car nitro) but didn’t find the opportunity, but i still think its still better to defer the time and the work to the stock emitter.
When someone is standing right behind the person in front. the flame only hurts the person in front but the particles (APPEAR) to be going through the person in the back. So I would either stop the particles if it hits something or hurt the person behind.
It appears it should be getting the person because their are standing in the flames and the flames around around them but they are not hurt until (HP) hits 0 on the person in front.
At the start of the sequence, the person catches on fire before the particles (APPEAR) to hit the person. The detection seems to be on the first particle but (VISUALLY) it is a bit soon.
I’ve recently been using the ParticleMonkey library and am liking it better than the engine’s stock emitter. The stock particle emitter works well for certain types of things but overall isn’t as versatile or good looking as Particle Monkey I’d say.
With particle monkey I think you could make the particle emitter have physics, and then if the character also has a physics body, then the particles would naturally bounce off of the character and would prevent the particles from going through them.
Thanks everyone for the feedback, I really appreciate your sincerity and your ideas. I will need some time to answer everyone, there are a lot of technical details that I would like to discuss with you. I will create a dedicated thread for this topic.
I tried the library ParticleMonkey. I appreciate the contribution of the author. Many things can be learned from his design, such as physical particles and much more. However I don’t know if it is still maintained. The latest release is from 2020. The wiki is present, but the author has deleted the examples, which makes it difficult to understand how to use it. Do you know where I can find examples? It does not have a graphic editor. This is a big deal. Do you know if there are any?
This might be a bit of a tangent, but you might find it useful.
A little while ago when I started working as a junior VFX artist, I did a comprehensive check of various particle systems in jme, so I could do some experiments in my free time. And the results were… not great. Sadly there were problems with most of them.
Stock system: well integrated into SDK, but SDK is a couple versions of JME behind and buggy. I had problems with glow on materials. It might be solvable by using a custom shader, but I didn’t get that deep into it at the time.
ParticleMonkey: couldn’t find documentation on it, nor a graphical editor. The promised features sound amazing, but I couldn’t set it up
In general it was all complicated. It was difficult to design a test case. I searched for reference material for flamethrowers, but found no interesting examples, not even in Unity. Particle effects are probably a weak point of the engine. There is still an open bug that I reported some time ago.
I hope that interesting food for thought can arise from this topic to promote some updates and / or for everyone to learn something from a difficult challenge.
Weirdly enough I cannot find the examples in the github repo anymore, everything else looks in-tact in the github repo still, so IDK if there’s a different repo I got them from and cannot remember, or if the examples were intentionally removed.
My local copy of Particle Monkey I have downloaded has an “examples” folder with all the examples so I must have got them somewhere, I could share them if anyone ever needs them and can’t find them.
Yeah this is the only big downside to Particle Monkey. It’s unfortunate because I think the author spent a lot of time working on a particle editor that was intended to work with a new JME scene editor that another dev started and didn’t manage to finish before quitting jme.
I have been able to get by using Particle Monkey without a visual editor, but I also am used to working with the stock particle system with code and not the editor too. The main thing I was looking forward to with Particle Monkey’s visual editor was the tool for editing curves, since it can be a bit of a trial/error process to tweak a curve with numbers and no visual representation, even though it is possible.
Particle monkey is based on the stock jME emitter as far as rendering goes so it should work.
On my local branch, I’ve finished reworking the particle monkey project to separate out the examples into their own project so there isn’t a weird dependency. I haven’t pushed the changes because I need to figure out the best way to publish the library these days. It’s been on the back burner, mostly due to limited time.
The particle monkey editor (4th or 5th editor/integration attempt?) works but still has a lot of needed work so I haven’t released anything. I have a somewhat working curve editor using lemur but its lacking a lot of polish. It’s taken a lot of time because it basically requires you to reimplement a scene editor. I was hoping a better scene editor would emerge from the community over the last few years that I could make use of.