65.536 particles @ 513fps
marcus • April 11th, 2008
hell, yeah!
– while working on the liquids code i realized that i need LOTS more particles to generate the level of detail i found in the analog photographs i did before. so after a few days of reading hundreds of opengl tutorials, research papers, game developers articles and 20+ p5 tests i'm finally getting closer to writing a particle system that can simulate 65k - 262k particles in real-time at 60+ fps. on my laptop (!), not a specialized über-workstation – in case you wonder.
that's a drastic increase over my previous java based system that could realistically do about 2k particles (10k was pushing it - ran at about 14 fps).
ill post some details on the new system soon, when its ready ...
beautiful image
i'd be really interested in this particles system, do you plan on releasing it as a library when you're done?
i havent really thought about releasing it yet, but could see that coming once everything is cleaned up... currently the code is a bit of a mess and controlling individual particles precisely proves to be a bit difficult too. however im confident that this can be worked out somehow...