Writing this down so that I don't forget. Been playing the Convoy game - it features very simple sprites and particles, but looks great. Adding simple particles can do wonders to the immersion.
First question, which way of simulation we want to have:
CPU, with sending data to GPU every frame
ineffective due to bus transfers
takes a lot of CPU
works on a toaster
GPU textures
not convenient to pack attributes into texture formats
works on GL2+
GPU transform feedback
works on GL3+ and DX11, but no such feature in next-gen APIs
Compute shaders
works on GL4+ and DX11+, but we don't support them yet
As for the roadmap, first thing we need to hack an example that demonstrates particles. Then we'll need to generalize particle attributes and move the logic into a separate project.
Writing this down so that I don't forget. Been playing the Convoy game - it features very simple sprites and particles, but looks great. Adding simple particles can do wonders to the immersion.
First question, which way of simulation we want to have:
As for the roadmap, first thing we need to hack an example that demonstrates particles. Then we'll need to generalize particle attributes and move the logic into a separate project.