# Smooth Particles

Get help using Construct 2

### » Sun Jul 12, 2015 11:09 pm

I'm wondering if anyone out there has a decent technique for having particles work with very fast moving objects.

In my game, I have an object that's moving at 1000 pixels a second. It's spawning a smoke particle every tick. I note that the particle has a slight gap between it and the next one. I'd like to remove this gap, and was hoping someone knew of a great method for doing so.
B
97
S
20
G
8
Posts: 1,062
Reputation: 12,725

### » Mon Jul 13, 2015 12:21 am

I would say use bigger smoke images - or, at least, increase the size and shape of the particles so they overlap with each other. I'm not sure of the effect you're after, but hopefully something like this might work and is low on particle overhead?
Learning Unity, but C2 still rocks.
B
78
S
20
G
92
Posts: 2,407
Reputation: 55,901

### » Mon Jul 13, 2015 4:32 am

If you save to old position of the sprite in some variables, you could then use a loop and lerp to create particles in between the positions.
B
97
S
36
G
131
Posts: 5,514
Reputation: 83,466

### » Mon Jul 13, 2015 2:23 pm

@Colludium Looks great for the most part. Might try to increase the number of particles, as it does become hard to see at high speeds.

@R0J0hound That sounds a little bit above my abilities.So you're saying store the pos of 2 particles and use lerp to get the position between the two, then create a particle in that space... Might that be quite CPU intensive?
B
97
S
20
G
8
Posts: 1,062
Reputation: 12,725

### » Mon Jul 13, 2015 2:53 pm

@AnD4D, I've updated my project linked above with an example of how to use lerp to interpolate between the previous and the current bullet position. @R0j0hound 's suggestion is more robust and will give you more options and control over your visual effects.
Learning Unity, but C2 still rocks.
B
78
S
20
G
92
Posts: 2,407
Reputation: 55,901

### » Mon Jul 13, 2015 4:36 pm

@Colludium Brilliant! Thank you!
B
97
S
20
G
8
Posts: 1,062
Reputation: 12,725