» Particle self repulsion 3d dx11
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Particle self repulsion 3d dx11

effect sph shader dx11 repulsion physic particle
Credits: Compute particle self repulsion in 3d with velocity gravity ...

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Compute particle self repulsion in 3d with velocity gravity ...

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Self repulsion particle 3D.zip
12.08.14 [17:45 UTC] by sanch | 1028 downloads
better rendering with sphere instancing
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Self repulsion particle 3D.zip
12.08.14 [01:59 UTC] by sanch | 317 downloads

microdee 12/08/2014 - 01:14

niiice! this will be the first thing to do tomorrow!

tekcor 12/08/2014 - 09:53

Cool.. Is it related to the nbodies cs from the nvidoa dx11 sdk?

mrboni 12/08/2014 - 13:11

@microdee - Reckon you could use marching cubes to mesh this?

sanch 12/08/2014 - 13:52

Before marching cube , the best will be to implement radix sort for the particle colision detection , it will improve performance and allow higher particle count.
It's not related to nbody .

some inspiration http://vimeo.com/94622661
https://www.youtube.com/watch?v=6WZZARzpckw

sanch 12/08/2014 - 16:49

i'm gona try to implement bitonic sorting since it seams easier

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Shoutbox

~7h ago

tonfilm: Just updated the CraftLie rendering pack to latest: craftlie-dx11-drawing-for-vl

~5d ago

microdee: 2 seconds later: I asked before googling, but why do you need OS support for texture compression?

~5d ago

microdee: what's BC7?

~5d ago

antokhio: https://aka.ms/AA65g28 upvote pls for bc7 support in windows

~6d ago

joreg: PSA: forum is back up and running!

~6d ago

manuel: that shaderFX looks great

~7d ago

joreg: PSA: the forum is currently down for maintainance. if all goes well it will be back up shortly..