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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 Aufrufe • vor 1 Jahr •via X (Twitter)

12 Kommentare

Profilbild von Guillaume Boissé
Guillaume Boissévor 1 Jahr

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).

Profilbild von Nikita Lisitsa
Nikita Lisitsavor 1 Jahr

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

Profilbild von Page to Pixel Publishing
Page to Pixel Publishingvor 1 Jahr

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Profilbild von i love fish
i love fishvor 1 Jahr

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

Profilbild von jairoandre
jairoandrevor 1 Jahr

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

Profilbild von Nick Gimbal
Nick Gimbalvor 1 Jahr

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

Profilbild von AFX
AFXvor 1 Jahr

Use a spatial grid

Profilbild von Nikita Lisitsa
Nikita Lisitsavor 1 Jahr

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

Profilbild von Adam
Adamvor 1 Jahr

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

Profilbild von Nikita Lisitsa
Nikita Lisitsavor 1 Jahr

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

Profilbild von Peter McNeeley
Peter McNeeleyvor 1 Jahr

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

Profilbild von Nikita Lisitsa
Nikita Lisitsavor 1 Jahr

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

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