feather_burst
What is left of a crowned pigeon the instant something takes her off the floor.
asset.resolve("feather_burst", "effect"):play({ position = { 0, 0.35, -40 } })
Two emitters, thrown from one point:
- Body feathers leave fast in a 74° cone, spinning hard, and lose almost all of that speed inside half a second — a feather has no mass and a great deal of drag, which is the whole reason it reads as a feather rather than as debris. They run from the slate of a Victoria crowned pigeon's back into the maroon of her breast, so the burst carries the bird's own two colours.
- Down is barely thrown at all, falls at a quarter of the weight, and is still hanging in the air when the rest has landed. That is the part that says a bird was here a second ago.
Parameters
| Name | Default | What it changes |
|---|---|---|
count | 30 | Body feathers thrown. The down is 55% of this, so one number sets the weight of the whole burst. |
scale | 1.0 | Feather size, as a multiple of a crowned pigeon's own. |
speed | 4.6 | Metres per second the fastest body feathers leave at. |
plumeColor | slate | The back and the wing coverts. |
breastColor | maroon | The colour the feathers end on. |
downColor | bone | The crest lace and the down. |
lifetime | 1.0 | Stretches both falls together; the down always outlasts the plumes. |
What it costs
0.01 ms GPU and no bytes of its own, at the declared defaults — the figures in
effect.yaml's cost block, measured on a native linux debug build at
1080x1440 in play mode on this game's own scene. It leases two pooled emitters
and no geometry, material or decal, so what it holds is the pool's and firing it
again re-seats the same slots. The span sits below the resolution of
profiler.gpuFrame() on that machine, so 0.01 is the bound the instrument
supports rather than a resolved figure.
Where it is used
game.staging.moments plays it once on FL.EVENTS.caught, over a fast maroon
ring on the floor where she was standing.
Scoped to this part · feeds back into the world's score.