{"author_name":"ShadowBrain","cat":"LD #29","comments":[],"epoch":1398698460,"likes":0,"metadata":{"p_key":"30482","p_author":"ShadowBrain","p_authorkey":"15287","p_urlkey":"65957","p_title":"We\u2019ve got particles!","p_cat":"LD #29","p_event":"LD29","p_time":"1398698460","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"15287","us_name":"ShadowBrain","us_username":"shadowbrain","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p><img class=\"alignnone\" src=\"http:\/\/puu.sh\/8r61M.gif\" alt=\"\" width=\"432\" height=\"306\" \/><\/p>\n <p>This actually took quite long, I had to build my own particle system from scratch because unity&#8217;s default particle system doesn&#8217;t support unity&#8217;s\u00a0own sprite functionality&#8230; This makes using it in a sprite-based game very inefficient as it&#8217;d need a whole different material and thus cost more drawcalls, so I built my own sprite-powered particle system!<\/p>\n <p>It was actually quite fun to do, as I had full control over what features the particles needed, like rotating towards their velocity, scaling according to velocity and more! All for less drawcalls and performance than the default system would take! Love it!<\/p>\n <p><img class=\"alignnone\" src=\"http:\/\/puu.sh\/8r6yu.png\" alt=\"\" width=\"452\" height=\"288\" \/><\/p>\n <p>I&#8217;m really glad this game ended up in the jam so I could still work on it after submission on day2 \ud83d\ude00<\/p>","time":"April 28th, 2014 10:21 am","title":"We\u2019ve got particles!"}