docs: private float[] generateParticleVelocities()
      {
          float [] particleVelocities = new float[mEmitRate * 3];
          Vector3f temp = new Vector3f(0,0,0);
          for ( int i = 0; i < mEmitRate * 3 ; i +=3 )
          {
              temp.x = mParticlePositions[i];
              temp.y = mParticlePositions[i+1];
              temp.z = mParticlePositions[i+2];
  
  
              float velx = mRandom.nextFloat() * (maxVelocity.x- minVelocity.x)
                      + minVelocity.x;
  
              float vely = mRandom.nextFloat() * (maxVelocity.y - minVelocity.y)
                                  + minVelocity.y;
              float velz = mRandom.nextFloat() * (maxVelocity.z - minVelocity.z)
                      + minVelocity.z;
  
              temp = temp.normalize();
              temp.mul(velx, vely, velz, temp);
  
              particleVelocities[i] = temp.x;
              particleVelocities[i+1] = temp.y;
              particleVelocities[i+2] = temp.z;
          }
  
          return particleVelocities;
  
      }