I’m not, yet. Mostly just been eyeing up a friend’s system after going over the high-level design with him. It’s pretty vanilla really - a fixed size pool of particles with a life value incremented on cpu, and a stateless movement equation in the vertex shader.
!!!
So particles are just represented by a starting position and velocity and creation time, and then you calculate the current position with a parabola function using gravity or something?
Hmm probably not quite flexible enough for my purposes… our particles are animated as well, sometimes quite complicatedly.
Cas
Yup. And colours are done by indexing into a 2d texture (with life on one axis and a per-particle random value on the other). It’s pretty old school really, but I’m only just getting around to doing a proper shader based 2d renderer, rather than FF.