CC Rainfall, Snowfall, Star Burst, Bubbles, Drizzle, Hair, Mr. Mercury,
Caustics, Wave World, Foam, Shatter, Card Dance and Card Wipe render on the GPU
(fx_sim.rs / fx_sim.wgsl). The per-frame simulation / layout stays on the CPU
and is shared with the CPU effect through plans (effects::sprite_plan,
piece_plan, bubble_list, mercury_blobs, drizzle_drops, wave_world_plan,
caustics_setup); a tiled item rasteriser composites sprites, bubbles, blob
fields and textured pieces in the CPU's order and shading. Layer-dependent
sprite colours (refracting rain, star-burst and hair roots) are sampled per
pixel; piece plans read the frame back once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Particle Exploder, Ephemeral Property Mapper (operators), Affects groups on every
producer / force / mapper (source, selection map, characters, age + feather).
- Full mapper target list (angle, torque, scale, gradient velocity/force, lifespan,
character, font size, time offset, scale speed...); old saves remap by label.
- Cannon / Grid text particles (stroke font), Auto-Orient Rotation, Layer Map draws the
map layer per particle with Time Offset Type / Time Offset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Particle Playground: cannon, grid, layer exploder, layer map, gravity,
repel, wall and persistent property mapper; deterministic, stepped from
t=0 through the checkpointed SimCache.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>