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Update Particle Systems (2D) page for Godot 3.2 (#2871)

Matthew Ehrenhofler 5 years ago
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333b5a3139

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tutorials/2d/img/emission_shapes1.png


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tutorials/2d/img/emission_shapes2.png


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tutorials/2d/img/emission_shapes3.png


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tutorials/2d/img/particles2.png


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+ 19 - 7
tutorials/2d/particle_systems_2d.rst

@@ -17,12 +17,24 @@ organic look is the "randomness" associated with each parameter. In
 essence, creating a particle system means setting base physics
 essence, creating a particle system means setting base physics
 parameters and then adding randomness to them.
 parameters and then adding randomness to them.
 
 
-Particles2D
-~~~~~~~~~~~
+Particle nodes
+~~~~~~~~~~~~~~
 
 
-Particle systems are added to the scene via the
-:ref:`Particles2D <class_Particles2D>`
-node. However, after creating that node you will notice that only a white dot was created,
+Godot provides two different nodes for 2D particles, :ref:`class_Particles2D` and
+:ref:`class_CPUParticles2D`.
+Particles2D is more advanced and uses the GPU to process particle effects, but that limits
+it to higher end graphics API, and in our case to the GLES3 renderer. For projects using
+the GLES2 backend, CPUParticles2D is a CPU-driven option with near feature parity with
+Particles2D, but lesser performance. While Particles2D is configured via a
+:ref:`class_ParticlesMaterial` (and optionally with a custom shader), the matching options
+are provided via node properties in CPUParticles2D (with the exception of the trail settings).
+You can convert a Particles2D node into a CPUParticles2D node by clicking on the node in the
+inspector, and selecting "Convert to CPUParticles2D" in the "Particles" menu of the toolbar.
+
+.. image:: img/particles_convert.png
+
+The rest of this tutorial is going to use the Particles2D node. First, add a Particles2D
+node to your scene. After creating that node you will notice that only a white dot was created,
 and that there is a warning icon next to your Particles2D node in the inspector. This
 and that there is a warning icon next to your Particles2D node in the inspector. This
 is because the node needs a ParticlesMaterial to function.
 is because the node needs a ParticlesMaterial to function.
 
 
@@ -201,7 +213,7 @@ The gravity applied to every particle.
 Initial Velocity
 Initial Velocity
 ~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~
 
 
-Linear velocity is the speed at which particles will be emitted (in
+Initial velocity is the speed at which particles will be emitted (in
 pixels/sec). Speed might later be modified by gravity or other
 pixels/sec). Speed might later be modified by gravity or other
 accelerations (as described further below).
 accelerations (as described further below).
 
 
@@ -340,4 +352,4 @@ All of the values within this section have been automatically generated by the
 "Load Emission Mask" menu, so they should generally be left alone.
 "Load Emission Mask" menu, so they should generally be left alone.
 
 
 .. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
 .. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
-          The "Load Emission Mask" menu should always be used instead.
+          The "Load Emission Mask" menu should always be used instead.