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DirectX 11 GPU Particle system

  • Fully GPU particles engine I'm making for learning purpose.
  • Repo could be broken sometimes
  • Constructive feedbacks/improvement/errors pointing are welcome ! (for those who want to take the time to dive into the code :) )

Features :

  • shape emitters (point, cube, sphere) with parameters to tweak the shape

  • mesh surface emitter with baked UV mapping (view independant)

  • mesh surface emitter without baking (view independant) based on GDC 2018 talk "Beyong Emitters: Shader and Surface Driven GPU Particle FX Techniques" by Christina Ann Coffin

  • force/velocity field from FGA file (unreal engine format)

  • bitonic sort

  • Curl noize

  • More to come as I have ideas/time

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