Original Post
Hello, Got a question regarding the design of a particle system in DirectX. I my design I have: 1. A Particle (one object per particle) 2. An Emitter (Creates the particles and emits them) 3. A Particle Manager (redundant for now, but will allow the creation of multiple emitters and control the pool of particles later) I think this is fairly standard from what I have read. But my quesion is: Each particle is a textured trianglestrip. The vertices are stored in a vertex buffer containing custom vertex structures. Now my understanding of these structures is that you should not mix non-DX info with this struct (i.e. time to live, velocity etc). So this would mean keeping another data structure elsewhere that would store this info for each particle. The way I see it, the Emitter class will have one Vertex buffer, and a list containing the structs that store the information regarding velocity etc. Can anyone see any problems with this? Cheers, FM