So the new Godot project I started ran into a snag pretty early after my initial setup. I’m trying to simulate a spread of particles in an environment and what mitigations can be done to impact their proliferation (yes, this is about airborne viruses).

I started with using 2D particles controlled by GPU, but unfortunately (and this should have been an obvious flag had I not found collision support), this does not allow me to do what I need to do.

I then looked into an addon that instantiates a lot of scenes as particles, but performance could be impacted (and the documentation warned as much).

Now I’m looking into using the Servers API. This is taking me pretty close to my initial idea behind the project of coding everything myself in ECMAscript for use in-browser to better understand performance optimization and motion/graphics math. I can still make use of built-in collision detection, so I’ll stick with Godot for now.

#Godot #GameDev

It took a ridiculously long time for me to figure this out, but if your particle is is meant to be inactive, make sure any attraction forces you might apply to it respect that state as well.

My ridiculous oversight had me questioning Godot’s ability to do simple math when I got consistent results when tweaking my respawn position, but only to a particular point at which it would wildly diverge (thanks invisible proximity physics stuff happening that I told it to do). 🙃

#GodotEngine #GameDev #RookieMistakes