Uploaded November 2024 | Updated September 2026, 1 week ago
I got the ribbons working! After some consideration, I've actually implemented this a fair bit differently - it's a whole another module.
This is because the behavior is quite different from the normal particle trails - they do not follow individual particles and do not need (or even can use) any of the per particle trail systems, behaviors and so on.
It made most sense to split this into a whole separate module with its own logic on how the trail data is computed. There's still a fair number of stuff that's shared - like the particle render data buffers - they are just managed and computed much differently - and much more simply!
The rendering is also shared! Both trail modules now have a shared base which handles all the lifecycle and pushing the data to render, while the individual module bindings just control the unique parameters to each module.
It has a bug where it stops as you can see in the video, I'll get that fixed tomorrow, but it's pretty close now, with most stuff implemented and only some smaller bits left!
I go sleep now.
Support development at: patreon.com/resonite
Official website: resonite.com
I got the ribbons working! After some consideration, I've actually implemented this a fair bit differently - it's a whole another module.
This is because the behavior is quite different from the normal particle trails - they do not follow individual particles and do not need (or even can use) any of the per particle trail systems, behaviors and so on.
It made most sense to split this into a whole separate module with its own logic on how the trail data is computed. There's still a fair number of stuff that's shared - like the particle render data buffers - they are just managed and computed much differently - and much more simply!
The rendering is also shared! Both trail modules now have a shared base which handles all the lifecycle and pushing the data to render, while the individual module bindings just control the unique parameters to each module.
It has a bug where it stops as you can see in the video, I'll get that fixed tomorrow, but it's pretty close now, with most stuff implemented and only some smaller bits left!
I go sleep now.
Support development at: patreon.com/resonite
Official website: resonite.com








![The Splittening - Textures over IPC!
After much turmoil of one rabbit hole leading to another rabbit hole... Textures work now! :D This makes the visuals starting to resemble what theyre supposed to! And Ive got a bunch of big things out of the way too (like actually switching all the individual projects to .NET 9.0 from .NET Framework and dealing with resulting issues).
Whats really cool about this... all of these textures youre seeing came from completely separate process. On FrooxEngine side, the bitmap classes have been reworked to support arbitrary memory backing buffers for the actual data - meaning the data can be stored directly in shared memory, instead of just managed byte[] array.
This way, when FrooxEngine loads textures, it allocates a block in the shared memory pool (which is dynamically expanding) and all the texture loading & processing happens within that region of memory, avoiding need for copying the memory and slowing down the process (even though copying memory is pretty fast, it adds up if you do it for everything, so being able to avoid it completely helps).
Unity side then accesses that exact same chunk of memory and pretty much pushes it to the GPU as is, making those textures appear!
Theres still stuff that I need to test and probably some edge-case bugs, but overall it works!
Theres also other types of textures - Cubemaps & Texture3Ds are mostly implemented (they share large chunk of implementation with this), but theres a few other types that will take more or less doing (RenderTextures, Desktop Texture & VideoTextures - with video textures being most complicated/special due to time sync & audio).
But this is another good milestone to hit! Ill probably start expanding to more renderable components now - skinned meshes, lights, reflection probes (which will allow testing cubemaps), skyboxes and such.
Support development at: https://patreon.com/resonite
Official website: https://resonite.com The Splittening - Textures over IPC!](https://i.ytimg.com/vi/eFflA782KTE/mqdefault.jpg)

