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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 görüntüleme • 1 yıl önce •via X (Twitter)

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Guillaume Boissé profil fotoğrafı
Guillaume Boissé1 yıl önce

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 profil fotoğrafı
Nikita Lisitsa1 yıl önce

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 profil fotoğrafı
Page to Pixel Publishing1 yıl önce

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i love fish profil fotoğrafı
i love fish1 yıl önce

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 profil fotoğrafı
jairoandre1 yıl önce

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

Nick Gimbal profil fotoğrafı
Nick Gimbal1 yıl önce

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

AFX profil fotoğrafı
AFX1 yıl önce

Use a spatial grid

Nikita Lisitsa profil fotoğrafı
Nikita Lisitsa1 yıl önce

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

Adam profil fotoğrafı
Adam1 yıl önce

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

Nikita Lisitsa profil fotoğrafı
Nikita Lisitsa1 yıl önce

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

Peter McNeeley profil fotoğrafı
Peter McNeeley1 yıl önce

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

Nikita Lisitsa profil fotoğrafı
Nikita Lisitsa1 yıl önce

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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