|
XNAGPUParticles (1,000,000 Dynamic Particles)
|
|
Screenshots
Videos
Comments
This is really cool. I wasn't able to get up to a million particles, but I was able to get quite a few on the screen at interactive frame rates. Very nice work.
Cheers derek :D
Has anyone tried this demo with a 8800 card? I have had a report that the point sprites dont render but the wireframe does (on the forces demo).
Does anyone know is there are any special settings you need to take account for on the unified shader architecture found in the 8800??
Cheers,
Mike
Ive now updated this with a new "texture blast" demo. :)
I haven't tried out the latest update but the new video is awesome. That's a really great looking effect.
Please log in to leave a comment
|
This is a submission of work for my final year university course at the university of huddersfield (im studying computer games programming).
The project is a continuation based on work from before Christmas and is an experiment into state preserving particle systems. I started out with examining the basic particle systems such as a static system and one that updates on the CPU. I then moved onto more advanced systems such as the GPU based system described by Lance Latta and others. I soon discovered however that XNA doesn’t support "uber buffers" and as such had to invent a new solution using vertex textures. The result is a particle system written in XNA that is able to update and render 1,000,000 particles at about 22 frames a second with 4 forces.
If you are interested in looking at the source then please dont hesitate to contact me at mike.cann@gmail.com
|
Project Rating
1 rating
Please log in to rate this project
|
Views: 4429
Comments: 4
Favorited: 1 time
|
|
Related Links
|
|