Category Archives: Particle Systems


There is a bunch of small notes I’d like to share – none of them deserves a post, but I don’t want them to disappear forever.

Posted in Compilation speed, Direct3D 10, Load-in-place, Particle Systems | 6 Comments

Particle rendering revisited

Recently I was doing particle rendering for different platforms (D3D9, PS3, XBox360), and I wanted to share my experience. The method I came with (which is more or less the same for all 3 platforms) is nothing new or complex … Continue reading

Posted in Particle Systems | 11 Comments