Here’s how I can ‘individually’ move massive amount of particles.
1. Give them start and end point.
2. Tween between those points in vertex shader.
3. Send only time value to vertex shader in every frame.
No there’s no catch. The movement doesn’t have to be linear. AGAL can do this thing called mathematics and is quite awesomely fast in it. Familiar easing functions can be rewritten into AGAL. Upper flash is an example use case of Robbie‘s legendary ExpoOut function.
And here’s example of ExpoIn function.