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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 次观看 • 1 年前 •via X (Twitter)

12 条评论

Guillaume Boissé 的头像
Guillaume Boissé1 年前

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 的头像
Nikita Lisitsa1 年前

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 的头像
Page to Pixel Publishing1 年前

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i love fish 的头像
i love fish1 年前

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 的头像
jairoandre1 年前

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

Nick Gimbal 的头像
Nick Gimbal1 年前

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

AFX 的头像
AFX1 年前

Use a spatial grid

Nikita Lisitsa 的头像
Nikita Lisitsa1 年前

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

Adam 的头像
Adam1 年前

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

Nikita Lisitsa 的头像
Nikita Lisitsa1 年前

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

Peter McNeeley 的头像
Peter McNeeley1 年前

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

Nikita Lisitsa 的头像
Nikita Lisitsa1 年前

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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