   Particle Sys Init Opinions
  Hey AllI just wanted to get some opinions from other programmers from a design point of view. I have a particle system which is currently initialised with a Init function which takes to many parameters for my liking. I also have other methods to init particle creation ranges (vel, pos, acc etc). What i would like to know is do you think i should just keep the Init function approach and just have many methods for the different Initialisations, or my other ideas where1) Have a struct (or structs , 1 for system 1 for particle ranges for example) defined with all the system attributes that the programmer can initialise and then pass that Init function or2)keep all the attributes public so that the programmer can just go 'pSystem.attribute = xxxx'Just wanted to get some opinionsThx in advance   
  [1]I ran into a similar problem with object properties in my system.  A coworker put in some structs for some better organization...Not that you should follow what we did, thats just what happened to us... and well right now its also public.   ;  Have something like:SparkSystem::InitInfo info;   // initializes on default settingsinfo.fadeSpeed *= 0.5f;particleManager.AddParticleSystem( new SparkSystem(&info) );I find this the most clean solution. Also if you pass NULL to the SparksSystem constructor (make it a default) it would use default settings automatically.;  Another option similar to the struct is to have the variables read in from a file.  Then you just specify which file (or which entry from a file) you want to use for a particular particle system.karg   ;  Thx for the feedback. Exactly the kind of responses i was looking for   