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! 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:
Until next time!
How many particles are on screen? I keep losing count...