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Updated tutorial_particles_2d (markdown)
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## Intro
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A simple (but flexible enough for most uses) particle system is provided. Particle systems are used to simulate complex physical effects such as sparks, fire, magic particles, smoke, mist, magic, etc.
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A simple (but flexible enough for most uses) particle system is provided. Particle systems are used to simulate complex physical effects tsuch as sparks, fire, magic particles, smoke, mist, magic, etc.
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The idea is that a "particle" is emitted every a fixed interval and with a fixed lifetime. During his lifetime, every particle will have the same base behavior. What makes every particle different and provides a more organic look is the "randomness" associated to each parameter. In essence, creating a particle system means setting base physics parameters and then adding randomness to them.
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@ -126,7 +126,7 @@ Lifetime: 4.0
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#### Timescale
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It happens often that the effect achieved is perfect, except too fast or two slow. Timescale helps adjust the overall speed.
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It happens often that the effect achieved is perfect, except too fast or too slow. Timescale helps adjust the overall speed.
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Timescale everything 2x:
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@ -162,7 +162,7 @@ By default this option is on, and it means that the space that particles are emi
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If disabled, particles will emit to global space, meaning that if the node is moved, the emissor is moved too:
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<p align="center"><img src="images/paranim20.gif"></p>
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<p align="center"><img src="images/paranim21.gif"></p>
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#### Explosiveness
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@ -175,6 +175,12 @@ Values in the middle are also allowed. This feature is useful for creating explo
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<p align="center"><img src="images/paranim18.gif"></p>
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## Randomness
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All physics parameters can be randomiez. Random variables go from 0 to 1. the formula to randomize a parameter is:
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```
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initial_value = param_value + param_value*randomness
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```
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