I am attempting to create a very simplistic particle system for an Android application using OpenGL ES 2.0. Basically it is just for linear moving clouds in the background. My first thought before starting this was to work with point sprites, and that is what I have been trying to do. It's been pretty difficult for me to get this working, but those problems aside, are point sprites really the way to go for this?
I have read quite a few conflicting things about them in my searches to solve my bugs, and I don't want to invest a great deal of my time into making it all work right if it is not the solution I should be going for in the first place. People post all kinds of troubles with them such as clipping, and even performance dips in comparison to just using triangles. I would like an experienced users insight into where point sprites fit in and when they should be used, including in situations like mine where they will not be more than a few dozen "particles" on the screen at very most.