Jump to content
  • Advertisement
Sign in to follow this  
NRaf

OpenGL Implementing a particle system in OpenGL

This topic is 2910 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm attempting to implement a rather small particle system in OpenGL. I've created a small one before using point sprites.

I was just wondering if people generally make use of shaders when creating particle systems? I was thinking of passing in some variables to the shader program and have it calculate the final color & position for each particle but I wasn't sure if this is a good idea.

Share this post


Link to post
Share on other sites
Advertisement
It kind of depends on how many particles you want, and how dynamic you want them to be. If you don't want a lot of particles and you want to update them a lot, then maybe a VBO is the cheapest bang for your buck. If you wanted a lot of particles, I'd use instancing with a texture buffer object and a progressive update of the TBO to set positions.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!