Hi all, made this example for someone yesterday, and I think the way it works might be useful to some people, looking for a way to do self-contained particle effects. Often there's a lot of work and data management involved in a full particle system - however if you are using a set range of particles to perform a specific effect, then it get's easier, and you can cut corners.
This technique uses a function to update, which specifies the start object number and number of objects to use, then the basic 3D parameters, the speed of the particles and the height of the smoke stack. The particles themselves have no assigned data, no arrays, just their position in space in relation to the spawn location - it's all a smoke stack seems to need. These particles are affected by wind too. In the demo there are 4 chimneys billowing smoke, and 1 chimney revolving like a choochoo train around them, to show the effect can be assigned to a moving location quite easily.
Anyhoo, people who want smoke coming from their chimney, steam train, car exhaust etc - but don't want the burdon of a full particle engine, well try her out...
Get it here:
https://forumfiles.thegamecreators.com/download/1936108
I'd provide a screenshot, but am at work without DBPro right now, so if anyone feels like - please post a screenie.