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Particle rain

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Not 2d, but recently I made a 3d algo.
Turned out not too bad. You might use the same
tact as the 3D using surfaces.

I defined raindrops in detailed 3d, and then lines.
You could use surfaces for the detailed drops, and
lines.

When the rain drops are near the screen and I need
detail, I use the detailed rendering of the drops.
The drops that are far away do not need detail,
so I just use lines for those drops. You might also
consider alpha blending if you want the drops to be
transparent. The only problem in 2d is having the drops
fall at a realistic rate for new and far drops. I would
give them a zed component and use that to determine their downward vector.


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