Hi everyone!
I’m struggling a bit with my gun muzzle effect, trying to use particles with that. I have a pooling system for particle systems, so my muzzle gpu particle system is stopped after a really small time and then reactivated some time later when a gun is shot again.
However, I struggle to start the system exactly when the start function is called. I do preheat the system as well. I don’t really know if I’ve understood something wrong or where the problem is 
Here is a playground of my effect: particle system delay on start | Babylon.js Playground
Everything seems to work fine right? Ok, do the following; first stop the system:
After that, wait until the active count is back at 200 and wait a two seconds after that. We are simulating the particle system being in the pool, waiting to be used.
Then, start the system. You should see a small start delay now. What is causing this and how can I counter this? The delay basically prevents the muzzle showing up, since the muzzle effect is visible for like 200 milliseconds.
Thank you in advance for your assistance <3
This is because GPU particles do not work like regular CPU. Particle never really disappear. They keep being simulated but do not write pixels when they are “dead”. So the best way in your case is probably to use CPU particles 
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Uuuf ok got it 
The “same but different” api has been a bit confusing to me with gpu and normal particle systems… I’m always pivotting towards the gpu one because of the lure of performance, but I guess it works best with larger and continuous particle effects…
Totally. I tried to make them as similar as possible but the fundamentals are really different 
Also you may be interested by npe to build your particles if you go down CPU road
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I have been curious on that, but I would like to see some real life examples that have used it (also same with the frame graph!) before jumping in to fully use it 
Also a bit off topic but all the tools you have built are really good in my opinion, I use the nme, gui editor, even the animation curve tool (I wish it got more love like undo and some other minor things!)… I think I will adapt to these new ones eventually and they do interest me a lot.
For NPE, we plan to provide examples with @PatrickRyan. We are also working on a way to take an existing particlesystem and automatically transform it to NPE 
If you did not see my video, here is it: Introducing the Node Particle Editor
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