{: Basic particle system. This is a very basic use of the particle systems in GLScene : colored alos (sprites) are created randomly with fade-in and fade-out effects, and the whole particle system rotates slowly (particles do not move in this sample). Particles live for 10 seconds, and are created every 300 ms. An inertia behaviour takes care of the rotation and cadencer makes the whole thing move. TGLParticles works with a "template", this the mother of all particles, and it is duplicated when a new particle is requested. The template is the first (top) child of TGLParticles, other children are considered to be particles (don't temper directly with TGLParticles children !). In this sample, a sprite is the only child, and as such make a simple particle template, particles can be very complex : if the sprite was having children, these would be part of the particle too, and their children and the children of their children and... you got it. Some eye candy here, but if you don't have a 3D hardware, reduce the window size to avoid slowdown. This one could make a nice screen-saver, this is left as an exercice to reader (hint : you just need to drop 1 component, type in 3 characters and press CTRL+F9). } program Particles; uses Forms, fParticles in 'fParticles.pas' {FormParticles}; {$R *.RES} begin Application.Initialize; Application.CreateForm(TFormParticles, FormParticles); Application.Run; end.