DefineEmissionShape Array defined using position only instead of position + angle.

It would be flexible if the custom polygon shape can be defined using position only.

e.g. { x1, y1, x2, y2, x3, y3 … } [import]uid: 12088 topic_id: 10686 reply_id: 310686[/import]

The main goal while implementing custom emission shapes (as well as any other feature so far) was to require as little performance as possible. By adding segments in a relative instead of an absolute way, there is no need to internally convert coordinates or to calculate delta angles, therefore it’s a really fast and efficient solution. It may take a little getting used to, but it saves quite a lot CPU cycles.
[import]uid: 10504 topic_id: 10686 reply_id: 38920[/import]

I have a match 3 puzzle game, suppose there are 4 items are matched and removed, I would like to emit particle on each item. Define custom emission shape or create 4 emitters is more efficient ? or any other suggestion ?

[import]uid: 12088 topic_id: 10686 reply_id: 38980[/import]

The most noticeable performance impact is the amount of particles you are emitting at once, so it shouldn’t make a huge difference if you use four emitters or a custom emission shape. Trying to keep the particle count at a reasonable rate is the best performance saver.

I’d prefer four emitters (one per item) in your case though, because it’s just more convenient and you don’t have to waste CPU cycles by building a shape that fits to the four pieces first. I’d just place an emitter at the position of each piece, then trigger them. [import]uid: 10504 topic_id: 10686 reply_id: 39015[/import]