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750,000 particles in XNA

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Uploaded by on Mar 28, 2008

You can thank ATI for this technology not seeing widespread use in games.

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Entertainment

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Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (GearGOD)

  • Just a few things:

    This video was posted 2 years ago and even at the time was running on very dated hardware. Today similar simulations can be pushed to an order of magnitude more particles.

    I complained about ATI because their then-current generation of video cards didn't support VTF despite it being a compulsory part of the dx9 spec. All cards since then support it as far as I know.

    I can't give you the source because I don't have it. I lost most of my XNA work with a broken hard drive.

  • This is beautiful! You said the rendering is done on a Nvidia card. Is there any particular part of the hardware acceleration that is responsible for this. Is there a particular library you're using? I love the flow patterns - you get very real boundary layers that just don't show up in nearly any fluid/particle systems in real-time. There's got to be some sort of efficient wave-equation being used (from the looks of the discrete particle "waves").

    I would love to play around with that.

  • @david0aloha

    There's no wave equation at all here, its some very simple linear motion that was tweaked to look nice. Today you can do this on any reasonably modern graphics card, ATI or Nvidia. This was done in XNA with vertex texture fetch, but from what I understand DX10 offers an even better way to do this - check out the video response linked here.

  • What system specs was this run on?

  • Pentium4 2ghz, gf6600. In other words, very poor compared to a modern computer. I've run the sim with over 1 million particles at 60+ fps on a newer computer.

Top Comments

  • Just looking at what he's got, my guess is that his "cursor attraction" force isn't like gravity (An inverse-square relation), but simply an inverse relation (Some things just don't happen in an inverse square relation).

    I would be curious the FPS he is getting.

    Exceptionally pretty though. :)

  • :o Wow nice! And thank you so very much ATI because this wouldn't be amazing or anything in commercial software.

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All Comments (62)

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  • Wow the NVIDIA fanboy is strong here.

  • @GearGOD What is VTF, and how in the world did you code this in XNA (HLSL?)

  • love this song!

  • @GearGOD

    no need for the code what was the general idea did you make a wind factor?

  • This rocks.

    Did u code this in c#?

  • Wtf is this ATi hating? It's not like only nVidias can run loads of particles.

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