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Currently all particles are handled on the CPU. Rendering them is batched, but we can do much better.
Proposal
Hanabi is a GPU compute-based particle system which should allow us to have far less hand-rolled behaviour and far better performance.
Issues
All particles are still stored in a centralised way, and so we need to start splitting the centralised types into components before we can do anything. Additionally, Quake has particles that can spawn on mesh vertices, and handling that will take a fair bit of complexity.
The text was updated successfully, but these errors were encountered:
Motivation
Currently all particles are handled on the CPU. Rendering them is batched, but we can do much better.
Proposal
Hanabi is a GPU compute-based particle system which should allow us to have far less hand-rolled behaviour and far better performance.
Issues
All particles are still stored in a centralised way, and so we need to start splitting the centralised types into components before we can do anything. Additionally, Quake has particles that can spawn on mesh vertices, and handling that will take a fair bit of complexity.
The text was updated successfully, but these errors were encountered: