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Monad Engine da02fba2
> Undercity Codex_
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Pool-allocated CPU particles drawn as additive billboards. More...
Include dependency graph for ParticleSystem.h:
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Classes | |
| struct | mnd::Particle |
| class | mnd::ParticleSystem |
Namespaces | |
| namespace | mnd |
Pool-allocated CPU particles drawn as additive billboards.
The Engine owns one ParticleSystem. Emitter components push particles into it via Spawn(); each frame Update() ages them, then Render() issues one billboarded draw per live particle right after the lit pass.
Scope: hundreds of particles, no instancing yet. Cheap enough for the boomer-shooter FX budget (sparks, blood, muzzle flash, torches). If counts grow into the thousands, the obvious upgrade is a single instanced draw with a streaming VBO of per-particle data.
Definition in file ParticleSystem.h.