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Simulating and rendering 262,144 particles with GLSL. (hughsk.github.io)
9 points by thlorenz on Jan 1, 2014 | hide | past | favorite | 3 comments


On a somewhat silly but related note:

A game I wrote a while ago uses GLSL, geometry shaders and transform-feedback to simulate and render a large number of particles. The particles can be dynamically created, bounce on the height-map and fade and die after some time.

Last I checked, you can easily render 350,000 particles with several viewports on my HD7970. Although the amount of hearts on the screen is a bit too much at that point.

https://github.com/ginkgo/pink-pony

https://www.youtube.com/watch?v=g3wy1Nh8-KA&t=0m20s


Smash of Fairlight wrote some articles on rendering millions of particle in realtime on a GPU:

A thoroughly modern particle system http://directtovideo.wordpress.com/2009/10/06/a-thoroughly-m...

Agenda circling forth http://directtovideo.wordpress.com/2010/04/19/agenda-circlin...


Whoa That's a LOT of Javascript Code! http://hughsk.github.io/particle-excess-demo/bundle.js




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