» Gea.NaiveGPU
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pack GPU particles
Credits: vux (dx11 pack), everyoneishappy (Happy.fxh pack), Microdee and Tmp (MultiBufferRenderer node in dx11.Particles pack)



Naive physics simulation on GPU.
Rope and Cloth physics based on a simple Springs algorithm, verlet integration based.
An Euler GPU particles system can be managed within the same architecture
Particles, ropes and clothes can be created and managed separately.
Each entity of the system is called "group" (due to the fact that is a group of threads on the unique GPU buffer that holds all the data) (I know, I would call it differently now, but...).
You can apply forces, constraints and deformers to individual groups or to all of them together.


This is a software prototype born one year ago, built in crazy hurry for a project and full of compromizes and probably unfinished parts.
On one end I feel bit unconfortable in releasing it since nowadays I would sctructure it quite differently. It looks so imperfect to me...
..but on the other ends it contains some principles that might be interesting for other users. This is why i decided to publish it, in it's unperfect state, just adding some comments to the patches hoping it gets a bit more understandable. you can always ask me on the forum...
Ah, I didn't have really time to prepare nice help patches or multiple example scenarios. I just have one example patch in which you see most of the stuff at work...

Required packs

  • dx11
  • dx11.Particles
  • Happy.fxh


If you would like to contribute to the development of the pack (adding help patches, modules,...) you can find it here:https://github.com/vvvv-dottore/VVVV.Gea.NaiveGPU




21.01.19 [14:44 UTC] by dottore | 712 downloads
Initial upload

Noir 21/01/2019 - 15:17


isdzaurov 21/01/2019 - 20:35

OMG!!! Very cool, thank u for that!

synth 22/01/2019 - 12:38


guest 22/01/2019 - 16:09


colorsound 23/01/2019 - 20:53

amazing ¡¡¡

andresc4 27/01/2019 - 01:02

WOW! Amazing!!!

tobyk 18/02/2019 - 15:33


StiX 25/02/2019 - 00:45

Awesome contrib, alredy put it to use in one artwork!
I have a question thou,
would it be possible to construct double sided geometry?
Was trying few things but with no luck so far.

dottore 25/03/2019 - 10:13

do you mean having a nice shading on both sides of the cloth?
that's not related to the simulation itself, it's the PS of the shader render the cloth that has to deal with that, flipping the normals when the triangle is facing opposite the view.

eps 28/03/2019 - 00:41

like this?

 struct PS_IN {
   bool front : SV_IsFrontFace;
 float4 PS(PS_IN In):SV_Target {
   float4 color = In.front ? tex0 : tex1;
maxs 01/06/2020 - 18:27

Awesome contribution!
Is there a way to read back when a collision between an obstacle and a geometry happens?

wisp 02/08/2020 - 20:43

Wonderful!! Thank you for this contribution!
Is it possible to change the obstacles from spheres to a custom 3D model?

dottore 03/08/2020 - 19:26

Hey wisp , happy to know you like it.
unfortunately only sphere obstacles are implemented.

anonymous user login


~5d ago

~5d ago

joreg: @jib watch this howto manage items in a spread for a start: https://youtu.be/tiFLGTrDagc

~6d ago

jib: Hi guys ! in Gamma, what's the way to do things that Buffer node does in Beta ?

~6d ago

david: Reminder: vvvv meetup is starting in 10 mins. https://www.youtube.com/watch?v=LzqaoN7QCSg

~8d ago

joreg: Reminder: 6th worldwide #vvvv meetup tomorrow, Nov 24: 6.-worldwide-vvvv-meetup with presentations by u7angel and team, texone and baxtan

~10d ago

tonfilm: That's going to be interesting, let's hope Intel is doing something similar: https://www.tomshardware.com/news/amd-allows-SAM-on-nvidia-gpus

~11d ago

neuston: THX @joreg and sorry for late reply as I left vl for a while. I've responded to related (UI performance issues) thread, no worry

~11d ago

~15d ago

schack: I need some help and hints to realise Text-To-Speech within beta 40 x64!!! THX