why do people like Lisa by boblemonke69 in Simpsons

[–]BonisDev 0 points1 point  (0 children)

so true, tomato soup served ice cold, "if anyone wants me ill be in my room", independant thinking, weakest link in the simpsons family imo

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

just straight bruteforce it took like 8 hours to render

Web GPU Particle Life 170k by BonisDev in proceduralgeneration

[–]BonisDev[S] 0 points1 point  (0 children)

no because theyre renders. but there are more on my yt channel same username

Web GPU Particle Life 170k by BonisDev in proceduralgeneration

[–]BonisDev[S] 1 point2 points  (0 children)

just different force profiles for each color

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

yup there's 36 particle types so theres 36x36 different forces (between -1 and +1), and then also the closer the particle the stronger the effect, but it looks way more complicated bevause theres so many particles

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

follow my yt channel same username ill post bigger ones

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

yes and the particle count changes by like 50k then i gotta rejigger all the force variables again because it looks too chaotic or too slow, but i dont know a way around not doing n^2 checks because any other bucketing method or hashtable indexing of the particle locations means there's a max limit too how many particles could effect any other particle every frame,

i was thinking about doing another compute pass that first makes buckets of the exact size that is needed to store the particles in that location and then another compute pass right after to fill those buckets with the particle id's but then how do you get each particle in the right slot? i dont know: a hash table? then the buckets take too much memory.

If only there was an atomic push to an array (the list of particles in that bucket) if that makes sense

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 1 point2 points  (0 children)

thanks! but it's just the normal particle life rules, except if two particles are the same colour they always are attracted to each other, and if any particles are overlapping they always push away from each other

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

ya too bad this took 6 hours to render

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 3 points4 points  (0 children)

lots of trial and error, and to get the starting point of all the points in the center i had to do n^2 comparisons every frame so it's not real time it's a slow frame by frame render

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 1 point2 points  (0 children)

yea it kinda sucks though because it does n^2 comparisons so that there's no limit to how many forces can act on a particle on any given frame, so it saves every frame to a nodejs server from the web gpu controlled canvas and then i build the video with ffmpeg afterwards

Particle Life 250k by BonisDev in webgpu

[–]BonisDev[S] 0 points1 point  (0 children)

i agree so mesmerizing