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Try fetching the position buffer: Vec2[] positions = m_world.getParticlePositionBuffer(); additionally you might want to grab the colors: ParticleColor[] colors = m_world.getParticleColorBuffer(); Then I would draw the corresponding color at every position using OpenGL. I believe that you can write a very simple shader that would work very well for ...


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Solved it. The second line below fixes the problem (I included the first for clarity). By default, if the emitter completes its cycle it is removed from the ParticleSystem. Disabling automatic removal means that you can restart the emitter. (From my shipflame class) system = new ParticleSystem(image, 10000); system.setRemoveCompletedEmitters(false); ...



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