-- Initialize BloodEngine with desired settings
local Engine = BloodEngine.new({
Limit = 100, -- Sets the maximum number of droplets that can be created.
Type = "Decal", -- Defines the droplet type. It can be either "Default" (Sphere) or "Decal",
RandomOffset = true, -- Determines whether a droplet should spawn at a random offset from a given position.
OffsetRange = {-20, 10}, -- Specifies the offset range for the position vectors.
DropletVelocity = {0.5, 1}, -- Controls the velocity of the emitted droplet.
DropletDelay = {0.05, 0.1}, -- Sets the delay between emitting droplets in a loop (for the EmitAmount method).
StartingSize = Vector3.new(0.01, 0.7, 0.01), -- Sets the initial size of the droplets upon landing.
Expansion = true, -- Determines whether a pool can expand when a droplet lands on it.
MaximumSize = 1, -- Sets the maximum size a pool can reach.
})
while true do
task.wait(1)
Engine:EmitAmount(script.Parent, script.Parent.CFrame.LookVector, 30)
end```
A guide detailing this will be made available in the GitHub repository in the near future.
The issue has been resolved in a recent silent update.
This module can be utilized for various other purposes. If you have any additional questions, feel free to ask them here.
I conducted a test where the parameters (limit) were set to a maximum of 2000 droplets, each being emitted at an interval of 0.05 seconds. Despite the graphics settings, the frame rate remained stable at 60 fps. It’s worth noting that these results were achieved on a laptop with relatively modest specifications, specifically an Intel I3 processor coupled with UHD Graphics. The video was captured utilizing Windows’s Game Bar.