Board Thread:Program Announcements/@comment-24860891-20150508132309/@comment-26338521-20150512012857

Well we can atleast agree to disagree, I am not sure how using sprites (assuming that's why you have infividual particle IDs) in place of GDRAW commands would be faster since sprites usually take more memory and processing power, (Calculating size antd scale plus calculating which sprites to draw from sprite sheet.), now mine isn't perfect either but it is fairly simple and very manipulatable, for example you can have simulated wind to make the sprites move a certain direction and make it look like there is actual physics and wind in the game, this is great for making a game more polished looking, besides wind there can be other things such as swings of swords, collision with objects and so on, but you limit yourself to only powder and solid.

Now to be honest I have yet to work on the particles yet (just created arrays and @Labels) becuuse I want to add it to my game I am building, but before then I need it to be "ready" for the particle system, so I am not sure how cpu intensive it will be but when it's ready I'll release the code, and please don't take my criticism as attacks, I just want you to know my opinions so that we can both build better programs in the future.