Hello,

I'm looking to implement a feature similar to the connected particle system,
and as such I've been looking at the particle system source to see how it's
done. I noticed that the ParticleSystemUpdater doesn't use a NodeCallback to
update the particle systems, but rather overrides the traverse method, and
updates the system when it's traversed by a CullVisitor. This seems pretty
strange to me, so I was wondering if anyone could explain why it's
implemented that way.

Thanks,
Max Bandazian
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