Summary
Let’s take a step back and review what we’ve covered in this chapter. First, we took another side route to visit the various Babylon.js particle systems, making use of and adapting the Sun Particle System Set for our purposes.
We can look at particle systems in three rough categories of distinction – the “Classic”, “New Wave”, and “Hard Core” monikers. Each references the always-available CPU-bound Particle System, the GPU-bound GPU Particle System, and the mixed Solid Particle System (SPS). While the first two systems are based around 2D billboards and sprites – characteristics that can animate via sprite sheets and the like – an SPS uses a source mesh to generate particles, which can, in turn, be assigned any type of Material desired (we’ll get more into Materials, the different types, their properties, and more in Chapter 10, Improving the Environment with Lighting and Materials).
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