PhotonDust - Ribbon splitter modules @Frooxius
PhotonDust - Ribbon splitter modules  @Frooxius
Uploaded November 2024 | Updated September 2026, 1 week ago
Like I mentioned in my last post, one of the super easy things to add with the new module are modules that control the logic on when the ribbon should be split.

I've added two of them - sequence based one, which splits the ribbon after certain number of particles are emitted and time based one, which splits it depending on how much time passed since the first/last particle.

This can be used for creating a range of cool effects and gives a lot more control on how the particle ribbons behave! I'll add a few more, like spatial proximity based ones and such, so you can make even more effects.

And since the system is modular, it'll be very easy to add even more of these splitters in the future, using whatever logic we'd like!

I think with this my work is done for this week, I'll start cleaning up a number of things next week and try to get the particle system ready for testing!

It's getting very close now!

Support development at: patreon.com/resonite
Official website: resonite.com
PhotonDust - Ribbon splitter modulesResonite update - when you lag, now you dont! #gamedesign #virtualreality #resonite #furryThe Splittening - Decoupling renderer from FrooxEnginePhotonDust - Color HSV over lifetimePhotonDust - debugging trail memory allocatorImporting Gaussian Splats into ResoniteThe Splittening - Materials work over IPC now!Resonite - If you lag, now you dont!Trigonometric IK - second component for full bodyThe Splittening - Debugging by watching the rainSpherical Harmonics in ResoniteResonite Unity SDK - Converting a simple test scene!
Frooxius “Frooxius” |

PhotonDust - Ribbon splitter modules

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER