30 000 Particles in real time, OpenGL game engine, particle system
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Uploader Comments (TheReubenC)
Top Comments
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It takes a special type of geek to know how to write an efficient particle system but not how to use a screen recorder. But I approve.
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All Comments (55)
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This is cool. I haven't gotten into particle simulations as of yet, so I'm curious wha't's possible in terms of performance. How long ( approx ) did it take to render this?
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would love to see you do this for Project Dogwaffle. Either in Lua scripting, or whatever you're comfortable with that can talk to the server in PD Pro.
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Could you possibly release or send me the source code so I can learn from it?
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@TheReubenC Whats your computer specs?
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Awesome, we need a downloadable demo!
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got a download link? I'm studying it in uni and it would be nice to check something like this out.
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would be interesting to know what is the bottleneck to push even more particles. either its the cpu (then code could use multiple threads ) or gpu (ex : using vertex array instead of glvertex calls). i pretty sure today pc's can handle a lot more....
Tigrou7777 2 months ago
@Tigrou7777 The bottle neck was definatly the gpu calls, vertex arrays would probably speed this up significantly
TheReubenC 1 month ago
You're smart enough to write this physics simulation in OpenGL, but not screen capture it??
MasterHD 3 months ago 8
@MasterHD Screen capture caused a performance drop on my crappy old computer.
TheReubenC 3 months ago 26
This is pretty sick. Are you using shaders or fixed-function pipeline? Could you elaborate on how you get the particles to follow the cursor in the way that it does?
travistrue08 6 months ago
@travistrue08 i used fixed function, and the movement of the particles is done using newtons laws, the cursor is an attractor and also the particles fall to the bottom of the screen with gravity. Its all done using a verlet integration technique.
TheReubenC 6 months ago