Re: OpenGL ES
[...] coin particles look super tiny at a high resolution. This is because OpenGL has an implementation-defined limit on maximum point size, and if I understand this correctly nothing can really be done about it, without possibly a more significant rewrite of the particle system.
I think this needs to be fixed, really. It's hard to accept a scene element that does not scale with the screen resolution. At 1024x768, the calculated point size is 96 and at 1280x1024 it's 128, while the actual limit on my system seems to be 63.
Using code adopted from sol_bill, I made a quick-and-dirty test and was able to achieve the desired particle look (size and rotation) by drawing them as billboards again. Not sure what the performance penalty is here, but given that goals and teleporters no longer contain any particles, their total number never exceeds 64.