[SOLVED] How does one create a block break particle effect?
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On the lua side the interface seems obvious, just use varargs. On the c++ side it looks more complicated, and I'd be in favour of completely refactoring of how particle effects are broadcast. I'd personally like to move the logic out of cWorld/cChunkMap/cChunk to simplify things a little.
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RE: [SOLVED] How does one create a block break particle effect? - by worktycho - 05-05-2015, 10:41 PM



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