Quote Originally Posted by Huehnerschaender
What about rotation and fading?
Fading can be done with alpha values in the colour list if I get you right. Rotation is a must. I'm missing it riht now in a small game I'm making to test Phoenix.

I've written some prototype code so far, for instance the following code attatches a particle system to a tag in a model (ie it will move with the missile, rotating translating, you name it).

Code:

[pascal]with ParticleManager.AddSystem(Spark) do begin
Attatch( TPHXTag(Missile1.Tags[0]).Final );
end;[/pascal]
Will this attach the particle effect to a sprite?

With all the things you mention, you've covered all the improvements I could wish right now in the Particle System. Espicially rotation and animated particles sounds great to me.