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Raylib 100% GPU particles example in 3D. Uses compute shaders and is fully documented. Millions of particles at 60 fps on a laptop.

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Raylib GPU Particles

This example creates a 3D particle system fully on the GPU.

On a simple laptop (MSI Katana) you can draw 2 million particles per frame at 60 fps. The particles are rendered as triangles with direction and magnitude.

The code is Highly documented, you will absolutely understand! It uses Raylib, rlgl (lower level Raylib) and Raygui. You can learn GPU Instancing, particle billboarding and rotating to movement and compute shaders all in Raylib!


This example requires raylib to be compiled with GRAPHIC_API=GRAPHICS_API_OPENGL_43, otherwise you won't be able to use compute shaders.

Features:

  • Highly documented, you will absolutely understand!
  • 100% GPU updated and drawn particles.
  • raylib.h API.
  • rlgl.h lower level API.
  • raygui.h API for fun sliders and playing around.
  • GPU Instancing example.
  • Particle billboarding and rotating to movement example.
  • Compute shader example.

Usage

There are four files in this project. The shaders should be placed under the /Shaders subdirectory. Make sure you have raygui.h in your source.

  • main.c
  • particle_compute.glsl: Update the particles positions and velocity.
  • particle_vertex.glsl: Convert triangles to particles by rotating, scaling, coloring and facing them to the camera.
  • particle_fragment.glsl: Output color.

The simulating parameters can be modified with sliders provided by RayGUI.

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Raylib 100% GPU particles example in 3D. Uses compute shaders and is fully documented. Millions of particles at 60 fps on a laptop.

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