--------------- EXPECTED PROGRESS --------------- * Add functions to set render states specific to Particle System, while saving and restoring render states before and after rendering particles. * Add functionality to particle emitter class to properly handle projection matrices so that particles are displayed correctly. * Create specialized particle emitters to achieve desired for game aesthetics. --------------- ACTUAL PROGRESS --------------- * Successfully added code in ParticleEmitter class to save, set, and restore render state blocks cleanly. * Tried to make particle emitter demo "perrrty". * Experimented with particle parameters to properly scale and display particles without too much blurring. * Added various class members needed or helpful in interfacing. * Added demo and implementation of derived emitter class for collision effects. Added it to project (ParticleSystems.h). --------------- SNAGS --------------- * Discovered that calling SetRenderState() and setting D3DRS_POINTSIZE_MAX to a value that surpasses the limits of the card results in failure when calling ApplyStateBlock(). Fixed by leaving value at default. --------------- PLANS --------------- * Create specialized particle emitters to achieve desired for game aesthetics. * Possibly start adding particle emitters members to game objects (i.e. ships, planets, etc...).