ABANDONED (2026-10-12)
This wiki never got finished, the time investment was just too steep for the value compared to simply working on Keysight 2.
Just real quick though:
- Particles are a multitude of square surfaces with pathing calculated on the GPU
- Large numbers of large particles can be a performance disaster due to "overdraw"
- All particle templates are created via a single unified set of variables
- Editing particle systems is the most complex thing to do in Keysight, due to the emergent nature of pathing that is based on lots of different forces and velocities