Comments (4)
Wow, I didn't know that project existed. I was in one letter from stilling its name :)
from gdx-vfx.
Not sure about this one, for such effect it's always better to just shake the camera, will save some GPU resources.
from gdx-vfx.
Moving the camera indeed looks like the cleanest path.
Maybe you can work this out from the example here https://github.com/spookygames/gdx-gfx/blob/master/src/test/java/net/spookygames/gdx/gfx/demo/fx/ScreenShake.java? (all kudos go to this article by Jonny Morrill).
from gdx-vfx.
Sorry, due to the previous conversation and the fact I'm trying to keep the number of the built-in effects down to the only essential ones, I'm gonna reject this one. I still need to revisit the existing effects and clean them up/remove some, but that's for the next release I guess.
from gdx-vfx.
Related Issues (20)
- Missleading method names after refactor in sources HOT 1
- New Shader (GlItch) HOT 2
- "Noise" missing HOT 2
- Bloom Effect doesnt work properly when blend is enabled
- Error when instantiating VfxManager HOT 3
- Crash on iOS HOT 8
- crashes on macos m1 when using opengl 3.2 HOT 1
- Alternative usage HOT 4
- FXAA transparency
- Performance? HOT 1
- Render to same screen VfxManager and SpriteBatch HOT 4
- gdx-vfx + Viewports HOT 1
- Bloom effect creates lag on android HOT 2
- duplicate entry: gdxvfx/shaders/old-tv.frag HOT 4
- v0.5.2 build on Maven Central is broken HOT 2
- Installation fails on android HOT 2
- [EFFECT REQUEST] Underwater Effect HOT 1
- Alpha Support For CopyFilter HOT 1
- 3D (depth buffer enabled) support HOT 10
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from gdx-vfx.