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The beginning of particle simulation

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Migi0027

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Last Entry: https://www.gamedev.net/blog/1882/entry-2260844-got-new-particle-rendering-up-and-running-simulation-next/

So I got a basic backbones of the simulation system up and running. The simulation happens in a compute shader, and everything just works out, which is great! smile.png So to test it out I put two point masses with low intensity a bit from eachother, and this was the result.
Next step will to be stretch the particles based on velocity for a fake like motion blur, and then allowing the particles to collide with the objects around them.

GIF:
il5rcCk.gif

OwKDpty.png
Until next time!
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Looks good. Too bad GIF has a crappy color range.

 

Thanks, maybe the software isnt "that" good as well

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Looking good. Compute shaders are fun: You can bind buffers as in- and output and no graphics pipeline is "in the way". Though getting the hang of the group shared mem, coalescing memory access and all that jazz is more involved, of course.

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Looking good. Compute shaders are fun: You can bind buffers as in- and output and no graphics pipeline is "in the way". Though getting the hang of the group shared mem, coalescing memory access and all that jazz is more involved, of course.

 

Yeah theres still lots to do, currently Im just simulating it in 32 threads. And the particles dont have any interaction with eachother, so theres so dangerous memory access issues yet! 

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