Our current particle simulation is CPU bound, and thus limited to about 7000 particles without slowing the framerate. That's rather low. We should build out a particle simulation that leverages the GPU through a compute shader, which should allow for hundreds of thousands of particles.
Our current particle simulation is CPU bound, and thus limited to about 7000 particles without slowing the framerate. That's rather low. We should build out a particle simulation that leverages the GPU through a compute shader, which should allow for hundreds of thousands of particles.