GPU Particles
- Dominant language
- C++
- Stars
- 34
- Forks
- 5
- PR merge metrics
- No merged PRs in 30d
Description
NOTE: As seen here https://github.com/amulware/genericgamedev-gpu-particles/tree/cpu-gpu-comparison/GenericGamedev.Pixelation
The CPUSimpleParticles.cs, AlmostGPUParticles.cs and GPUParticles.cs demonstrate how you can completely render/update on the GPU.
List of things to do for this:
- Need to add a call from app to particlesystem or something else
- Maybe add renderers or entities that can iterate through all the pool particles and render and use the camera and add some special effects i guess
- I need to provide minimal implementation in the shaders (take the matrices and multiply it with the vertex location)
SEE THIIIS
http://stackoverflow.com/questions/8608844/resizing-point-sprites-based-on-distance-from-the-camera he uses a sampler2darray as a uniform, would it be possible that way?
**COMPUTE SHADERS**
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