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This example is meant to be a fairly gentle introduction to GPU-based particle systems. There are many things that could be done to improve the power and flexibility of this system. For example, we could vary the rotation of the particles as they progress through their lifetime to produce different effects.

One of the most significant drawbacks of the technique in this recipe is that the particles can't be recycled easily. When a particle dies, it is simply rendered as transparent. It would be nice to be able to reuse each dead particle to create an apparently continuous stream of particles. Additionally, it would be useful to be able to have the particles respond appropriately to changing accelerations or modifications of ...

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