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Description
- I took a short glance at the code base and it looks like particles are dynamically allocated and freed during the emitters lifetime. Would an object pool as described in http://gameprogrammingpatterns.com/object-pool.html help making the emitter more efficient?
That said, modern AAA particle systems with millions of particles apparently work on the GPU to work around the CPU-GPU bottleneck. - The poison mushroom is really a performance killer. About 5 of them already slow down the game on my system - a not too-old computer. You might want to look into reducing the particle count and/or drawing them different, like applying some static shader particle effect instead of drawing all the particles as images to simulate the slime.
- Inserting 0 into the particle emitter interval field defaults to 0.0001, the smallest value possible. Given a big enough quota, that crashes the system, so in this case it's probably better to default to 1.
- An editor GUI issue that might cover other objects as well: If I double click on an emitter it would be good if the properties appeared centered on the screen, not strictly right to the object. It's annoying to deselect the emitter, move in the editor and then select the emitter again.
- Particle emitters should probably have a default value.
EDIT:
- predefined particle effects in the standard scripting library would be cool, see http://forum.secretchronicles.de/topics/9?page=2#p1088
EDIT2:
- The explosion effect of the bomb dude should be improved. The particles spread far too slow to be convincing and the could kind particles are somewhat misplaced.