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ShitStuckToYourMouse v0.17-beta

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@LtqxWYEG LtqxWYEG released this 13 Oct 09:11
· 5 commits to main since this release

Full Changelog: v0.16-beta...v0.17-beta

  • MULTITHREADING! YAY!! But it's done in the easiest way possible: Launch N amount of sparkles.pyw and divide number of particles by number of threads. Hehe. Why didn't I come up with that earlier?:
    • Performance now SOMETIMES multiplied by N of threads! SOMETIMES = Low amount of particles: 2 threads best; High amount: 4 best. Maybe the Windows desktop window manager craps on it?
    • Can now spawn particles in the neighborhood of 300 - per frame - other with no FPS reduction. (Yea, I still don't understand time dilation. I'm not a physicist.)
    • Performance is now only limited by how big the rectangle is that is being updated every frame. Need to find some way to lower area, but not with a huge amount of rectangles. Spacial hashes?
  • Finally explained what is going on with each setting: There are two vectors. Sometimes they're added. You can manipulate them
  • Sparkles now with rotation! Random or controlled, bilateral and for both vector.
  • The strength of all slider and other options is now somewhat normalized and within practical bounds.
  • Interpolation now no longer leaves out one "slot" of 1/3s of "moved distance" ... It's much more smooth looking!
  • Velocity limit not global and not hard. It's soft! Flacid even. No need to harden it, too: The particles rub it juuust right. :P
  • Internal: Variables now have much better names
  • Should be all.

Current issue:

  • My multithreading solution causes n subprocesses of sparkles to spawn. This happens too fast when it's all compiled to a executable. Therefore I had to add a 1.5 second delay between launches of the sparkles subprocesses.
  • This is not an issue when run from code! (.pyw file)