hello,
today i implemented my test particel system with no Vertexbuffer an no Indexbuffer Solution.
The performance is very good i would say.
Test case
- 1 million cubes, ( no sprite but real 8 vertecie rigid body )
- each cube fully dynamic transformable ( scale, rotation, translation )
- each cube has dynamic color
- but NO normal handling until now, only emissiv color
- in a real live environment ( Sponza Scene with, directional Light, pointlights with and without omni shadows, invironment map reflections
performance 55 FPS ( when all of the scene is best visible in the camera )
- BUT until now no collision detection system, no inelligent (expensive) transform calculations
My goal is to have a fluid animaiton so i need a visualizing system of the the thousand small spheres/balls that will flow later.
I have to mention that i work with SharpDX, which is a managed directx wrapper.
But to me it shows that in c# its also possible to have a good running system ?