<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>特效 on PlumePHP</title><link>https://plumephp.com/tags/%E7%89%B9%E6%95%88/</link><description>Recent content in 特效 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sun, 15 Mar 2026 13:14:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%89%B9%E6%95%88/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 粒子与 VFX 池化：GPUParticles、CPUParticles 和特效生命周期</title><link>https://plumephp.com/godot-particles-vfx-pooling-2026/</link><pubDate>Sun, 15 Mar 2026 13:14:00 +0800</pubDate><guid>https://plumephp.com/godot-particles-vfx-pooling-2026/</guid><description>&lt;h2 id="特效越多越需要生命周期"&gt;特效越多，越需要生命周期&lt;/h2&gt;
&lt;p&gt;Godot 的 GPUParticles2D/3D、CPUParticles、AnimatedSprite、Shader 都能做特效。技能命中、拾取奖励、传送门、天气、UI 光效很快会让场景变热闹。问题是，如果每个特效都临时实例化、播放、忘记释放，帧率和内存会慢慢掉。特效系统的关键不是做得多亮，而是生命周期可控。&lt;/p&gt;</description></item></channel></rss>