A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time — `behavior` was the blueprint. Because a continuous emitter gives birth to particle n at time n/rate, the whole field is a function of the clock rather than of the frames: no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property. compile.ts follows compileShader's frame but emits JS closures into a Float64Array instead of GLSL, and without eval; a node with two consumers is evaluated once. Drawing is one Pixi ParticleContainer per source, so one draw call. Collision, wind and braking in flight are out for good — that is the price of the formula model, not an omission. The tab count goes from nine to ten, which is exactly the case #84 was built for one day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for hidden.length > 0 instead of === 0.
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@@ -26,6 +26,11 @@ export interface EntityHandle {
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z: number;
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props: PropertyBag;
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parent: EntityHandle | null;
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/**
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* Counts the Emit pulses a particle source has been given. Kept off `props` for the reason the
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* animation clock is: what the world writes back to the model must not grow an override per frame.
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*/
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emits?: number;
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}
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/** Position, rotation, scale and mirror of every ancestor applied, nearest last. */
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