Coded Games
Member
So currently my game uses objects as particles because the game constantly plays with the speed of time. One second everything will be full speed the next everything will be at 1% with very subtle movement. Overall the object system works alright but I am constantly looking to improve the performance of the game.
Would I be able to implement a particle system to do this? If I did, would I even see any performance improvements?
The current way I see that I can manipulate a particle system's speed to by using part_system_update. The downside to this is that I need my particle systems to expect the minimum speed to be their base speed (calling part_system_update once per frame). When I want time to speed up, I would then have to start calling part_system_update multiple times per frame to make it so that the particle system speeds up also.
Is this efficient or would it be best to just stick with objects?
Would I be able to implement a particle system to do this? If I did, would I even see any performance improvements?
The current way I see that I can manipulate a particle system's speed to by using part_system_update. The downside to this is that I need my particle systems to expect the minimum speed to be their base speed (calling part_system_update once per frame). When I want time to speed up, I would then have to start calling part_system_update multiple times per frame to make it so that the particle system speeds up also.
Is this efficient or would it be best to just stick with objects?