particleDatas[1].system:update(dt) -- Use the dot to access table fields.
particleDatas[2].system:update(dt)
Look at the Lua manual if you're unsure about syntax rules in Lua.
Jayverb wrote: ↑Tue Feb 16, 2021 7:15 pm
Also what part do shaders play ?
You can specify a custom shader in the program if you want to render particles in a different way. If you're not using shaders then just ignore/exclude everything shader-related.
and that should do the trick keeping local intact.. because system=ps ?
I have looked into shaders and yes that's a whole other kettle of fish
Looking forward to spending some time creating some assets.
I have to say that this feels like the perfect place to start with love2d using your program as a basis, it's a hella lot of fun.
Particle systems can now have individual position offsets.
Fixed particle path previews not using the specified area distribution.
Templates: Values have been moved to the 'exported' namespace (i.e. particleSystems is now exported.particleSystems). (Values are also available in the old place so existing templates still work.)
Templates: Added exported.emitterPosition and exported.particleSystems[n].emitterOffset.
Templates: Deprecated exported.particleSystems[n].offset. (Use exported.particleSystems[n].textureOffset instead.) ('offset' is an alias for 'textureOffset' so existing templates still work.)
Templates: exported.particleSystems[n].texturePreset is now empty if a custom texture is used.
@ReFreezed
Does this mean we can overlay on top of a background image to export and emitter positions will be correct ?
Will have to test asap, thanks again !
I can't start the MacOS 1.9.0 release, it's says I don't have authorizations to open it. I don't get it, it's not even blocked by the security and all the rights are on read/write.