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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@@ -19,10 +19,11 @@ export interface PortDef {
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}
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/**
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* `state` and `shader` are the categories no behavior graph offers: their nodes are the states of
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* a state machine and the GLSL of a shader asset.
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* `state`, `shader` and `particles` are the categories no behavior graph offers: their nodes are the
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* states of a state machine, the GLSL of a shader asset and the motion of one particle.
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*/
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export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader';
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export type NodeCategory =
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'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader' | 'particles';
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/**
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* How a loop node asks for one of its exec outputs to be run repeatedly: `port` carries the body,
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