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smoke
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I couldn't resist replying since I spent a little while last year working on smoke for missiles (but in a 2D-style game.) I think the best (and easiest) way to get good smoke effects is to use relatively few particles and a good looking animated texture. If you use fairly low opacity and some good lifetime parameters, you can use only a few dozen sprites instead of hundreds/thousands of particles and get at least as good looking results. If your animation is high quality then the player will not be able to pick out individual quads. Or use a combination of animated quads and primitive particles, if you're so inclined.
Here's a few screenshots of some smoke effects using the texture in the upper left corner (actually, that's the alpha channel; the RGB channel is either pure white or a duplication of the alpha channel).

It's an 8x8 (64 frames) image. The missile effect in the middle (if you are interested) is a bunch of additive blended quads using a similar (but colored) texture. I also used the texture for debris smoke (bottom left). The smoke effect is difficult to see in the bottom right image (new game) but I don't have a better screenshot right now. Let me know if this is the type of thing you're looking for...
Here's a few screenshots of some smoke effects using the texture in the upper left corner (actually, that's the alpha channel; the RGB channel is either pure white or a duplication of the alpha channel).

It's an 8x8 (64 frames) image. The missile effect in the middle (if you are interested) is a bunch of additive blended quads using a similar (but colored) texture. I also used the texture for debris smoke (bottom left). The smoke effect is difficult to see in the bottom right image (new game) but I don't have a better screenshot right now. Let me know if this is the type of thing you're looking for...
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