Uploaded October 2024 | Updated September 2026, 1 week ago
I've added 100 ms sleep into the particle system update process, that happens in one of the asynchronous background processes to test some of the asynchronous mechanisms for this system.
You can see the effects of this, which make the particle system be low framerate, but not the full game framerate. This is one of the key changes with PhotonDust, making particle systems that take longer to update not tank the whole framerate.
This affects specifically the computation itself. If the resulting particle system has too much to render (e.g. huge amount of particles), it'll still slow things down, but the main benefit is that the simulation itself wouldn't.
Support development at: patreon.com/resonite
Official website: resonite.com
I've added 100 ms sleep into the particle system update process, that happens in one of the asynchronous background processes to test some of the asynchronous mechanisms for this system.
You can see the effects of this, which make the particle system be low framerate, but not the full game framerate. This is one of the key changes with PhotonDust, making particle systems that take longer to update not tank the whole framerate.
This affects specifically the computation itself. If the resulting particle system has too much to render (e.g. huge amount of particles), it'll still slow things down, but the main benefit is that the simulation itself wouldn't.
Support development at: patreon.com/resonite
Official website: resonite.com










