Some of the results of my new particle system Done using OpenGL, C++ and Visual Studio
Direct3D Rendering Cookbook review
Code And Graphics: Flexible particle system - Updaters
Code And Graphics: Vector of shared pointers
Code And Graphics: Flexible particle system - The Container. Holes is a particle container. How to fill them?
Particle Container: Swap dead particles so that alive are in the front of the buffer
Code And Graphics: Flexible Particle System - Start
when particle contain all the data (in AOS format) then some of the params might not be used. Cpu cache will be filled inefficiently.