Original Post
Howdy, I''ve got a particle physics system running, and it works very well. As part of the particle system, I''ve allowed it to move meshes as well as billboards about, and to mix and match between billboards and meshes. Each particle can have a random assignment of particles, meshes and texturing, but will move according to the particle''s physics definition.
This system allows me to create just about everything from smoke & sparks right up to flocking-seagulls and bouncing giblets (or, perhaps if I wish, flocking sparks, bouncing seagulls, gently rising wiffs of giblet and showers of smoke).
However, I think that it could all be rendered in a far more optimum way. At present, I just depth-sort all the particles to be rendered this frame and render each one according to its type (mesh/billboard). The result looks fine, but is a bit sluggish with only a few thousand particles.
I accept that I must loose performance on the mesh-particles due to their polygon count but how can I optimise the billboards (each of which may be differently textured, and orientated - either verticle or horizontal)? Or is it just a dream to have such a multi-functional system?
Learning to fly is easy, but as a tortoise, the landings are really rough.