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Ok, I've decided to implement Particle Life simulation on GPU, using WebGPU, in browser. For now I've spawned 1'000'000 particles and implemented basic rendering & camera movement. I recon computing interaction forces will be the most painful part to implement...
16,249 просмотров • 1 год назад •via X (Twitter)
Комментарии: 12

I described my spatial partitioning data structure for particles in here, maybe useful? Different use case though arguably, an important bit for me was for the particles to be able to flow anywhere (hence the spatial hash).

Thanks, I'll check it out! In my case a fixed bbox is better, so having fixed bins is probably fine

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my web gpu implementation for particle life for 6k particles, but the collision is done bruteforce so 6000x6000 comparisons at 60fps, any more and it will lag :( i cant wait to see how you tackle this problem

I did something similar using compute shaders... With 50k particles my RX 6600 vga card suffers a little.

very dope - you should wrap the edges so it feels infinite

Use a spatial grid

Yes, that's what I'm planning to do

Barnes-Hut would be useful on this scale for approximation of forces -

I don't need to approximate forces, they have limited distance anyway. And building quad trees on GPU is rather hard

You are likely to run into precision issues with f32. You can try to avoid this with integer grid + offset positioning.

With the current world size I still have a precision of about 0.001 times the size of a particle, so I doubt this will be a problem
