This frame's smoke sources for a fleet simulation, as fleet-local particle sources (pure, no GPU):
every vent of every vehicle within maxDistance of eye, nearest first up to maxVents, weighted
by what the engine is doing (idling, cruising, pulling away; steam chuffs with the wheels) and the
air, faded by distance. Particles inherit the vehicle's velocity plus the exit speed along the
vent. Advances state by dt. Returns the number of sources written.
This frame's smoke sources for a fleet simulation, as fleet-local particle sources (pure, no GPU): every vent of every vehicle within
maxDistanceofeye, nearest first up tomaxVents, weighted by what the engine is doing (idling, cruising, pulling away; steam chuffs with the wheels) and the air, faded by distance. Particles inherit the vehicle's velocity plus the exit speed along the vent. Advancesstatebydt. Returns the number of sources written.