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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 views • 1 year ago •via X (Twitter)

12 Comments

Guillaume Boissé's profile picture
Guillaume Boissé1 year ago

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).

Nikita Lisitsa's profile picture
Nikita Lisitsa1 year ago

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

Page to Pixel Publishing's profile picture
Page to Pixel Publishing1 year ago

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i love fish's profile picture
i love fish1 year ago

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

jairoandre's profile picture
jairoandre1 year ago

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

Nick Gimbal's profile picture
Nick Gimbal1 year ago

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

AFX's profile picture
AFX1 year ago

Use a spatial grid

Nikita Lisitsa's profile picture
Nikita Lisitsa1 year ago

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

Adam's profile picture
Adam1 year ago

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

Nikita Lisitsa's profile picture
Nikita Lisitsa1 year ago

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

Peter McNeeley's profile picture
Peter McNeeley1 year ago

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

Nikita Lisitsa's profile picture
Nikita Lisitsa1 year ago

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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