The particle library moves particles by their velocity times a tick's time at each tick; between ticks, the adapter (ModelInstance::render's call to ParticleSystem::render, redirected after checking it) draws them moved on by their velocity times the time since, then moves each back by its own velocity: ParticleSystem::render sorts them by distance, reordering them in memory, so restoring saved positions in order scrambled them. Like ParticleSystem::render, it only reads particles when there's a group (the library throws without one, which crashed the client). Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -97,7 +97,9 @@ their animations a fraction of a frame on (ModelInstance::render's call to updat
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between keyframes; animations held, looping or starting are posed as they are), and the camera where its easing (a
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share 0.4 of the way to its target per step) has brought it, `1 - 0.6^fraction` of the way (CameraController's
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getCameraTransform, in its exported vtable). Nothing is predicted: both are what the next step would give, at the
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fraction. Still at 30 per second: particles, crossfades between animations, gaze.
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fraction; and particles moved on by their velocity times the time since the step (ModelInstance::render's call to
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ParticleSystem::render, redirected), then back by the same (the client sorts them by distance as it draws them, which
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reorders them). Still at 30 per second: crossfades between animations, gaze.
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Next: sharing pipelines between views (each view's scene compiles its own).
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