I’m currently trying to emulate some kind of space particle effect.
Basically this can be easily be donw with a particle emmiter, however I would have ton’s of particles behind the camera (the speed is not fixed, eg the use could also idle.
So I need a more intelligent way to despawn particles.
First of all is this possible with the current particle emmiter at all?
Eg. Despawn out of frustum particles, and particles more than X meteres away (backward flying) should do the trick.
Personally, I’d do this is a shader effect. A line mesh with a bunch of single point lines randomly placed about… where the length is set to the movement vector (and zero length = don’t show them).
…then just move offset them with the world position and anything behind put in front again. Up to you whether you want to randomize the points again with a noise texture or something but it may not be necessary with enough particles and a large enough “field”.
It’s the same way snow and rain effects are commonly done.