Particle System
Particle systems represent smoke, fire, rain, fireworks... Usually phenomena composed of many small discrete elements that combined appear as a single entity or follow some common dynamics.
The emitter is a location where the particles are created. Usually each particle has a time counter. When the timer expires the particle is recycled and eventually reemitted as a new particle.
We can render particles in multiple ways. This example uses individual quads. This results in a drawcall per particle which is very inefficient but keeps the code simple for illustration purposes.
Draw Calls: 0