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It requires another emitter? Doesn't sound good for performance especially for something so difficult to see.

Yes, it currently uses one for the broader base of the flame and one for the thin part. This is only a workaround, to get flame-particles smaller at the top like real fire tends to. I think it badly needs a parameter to make the size of the sprite smaller over time, like "time.size" or something to reflect this. Another emitter is used for flying embers and one does the smoke.

An option for controlling the transparency of the particles would be nice too.

I have another thing to say about performance, that is probably better suited in another thread, but to sum it up: How about a quality slider to change the rate of particles generated so the overall particle count is lower if the users rig can't handle it (which I highly doubt but then again this isn't the place... )

I strongly oppose the "so difficult to see" part. One of the first things that sprung to my eye as I freshly played Alpha 10 last week where the particle effects. But maybe I'm not a very average gamer, for me good graphics and atmosphere (which is mainly composed of sound and graphics) can make or break a game. And especially as trees, grass etc. are not moving (which would be great to add btw!), the particles gather even more attention. My point is: Don't underestimate the aesthetical impact that particle effects can have, both in a good or bad way.

Here by the way is my new attempt at light smoke:

(youtube this time, if this is not okay I will remove it. It's set on private however.)

I think it looks much more like a campfire-sized smoke pillar would look - organic, smooth and dispersing. It can easily be made even lighter by spawning less particles and using a sprite with more Alpha. What do you think?

Edited by Strongground
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This looks really nice. I googled and found some articles that may be of interest:

particle explosion effects:

http://www.gamedev.net/page/resources/_/creative/visual-arts/make-a-particle-explosion-effect-r2701

how to implement soft particles:

http://forums.create.msdn.com/forums/t/31387.aspx

and maybe, unrelated, swirl:

http://www.develop-online.net/features/1069/Intel-tricks-Scalable-3D-particle-systems

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