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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Steps every ParticleEmitter's CPU particle simulation. More...
#include <particle_system.h>
Public Member Functions | |
| void | update (FrameContext &ctx) override |
| Execute this system for the current frame. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual bool | isReplayed () const |
| Whether this system may be re-run over a tick that already happened. | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | fixedUpdate (FrameContext &ctx) |
| Execute this system at the fixed simulation rate. | |
Steps every ParticleEmitter's CPU particle simulation.
Runs after HierarchySystem in the Transform stage: particles are world-space and never re-based, so an unresolved emitter transform bakes its error into every particle it emits.
Publishes FrameContext::particles every frame, paused ones too.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.