Isn't it easier to do everything on the vertex shader where the position is a function of the initial position, initial velocity, accelration, and time?
No, because in the vertex shader you can not create new particles, or destory existing ones. If you are using the vertex shader you are limited to a fixed number of particles. Using the geometry shader allows you to build particle system of the same complexity as would be possible on the CPU.
Makes sense. There's not a whole lot the CPU does with particles anyway, unless you're doing physics stuff like collisions [Which are moving to GPU anyway]
very nice! How can I compile this for Visual Studio?
drawmaster77 5 months ago
@drawmaster77 I developed this using Code::Blocks so there is no visual studio solution for it, you would need to create your own.
Ingrater88 5 months ago
Isn't it easier to do everything on the vertex shader where the position is a function of the initial position, initial velocity, accelration, and time?
FlairDigital 1 year ago
@FlairDigital
No, because in the vertex shader you can not create new particles, or destory existing ones. If you are using the vertex shader you are limited to a fixed number of particles. Using the geometry shader allows you to build particle system of the same complexity as would be possible on the CPU.
Ingrater88 1 year ago
Awesome demo
mephesh 1 year ago
no way man! thats amazing
crazymanny00 2 years ago
Makes sense. There's not a whole lot the CPU does with particles anyway, unless you're doing physics stuff like collisions [Which are moving to GPU anyway]
cyborgtroy 3 years ago