Devlog #2
Figuring out OpenGL compute shaders took a bit of reading, but today I finally got the galaxy moving! I ripped out the old VBO and moved all the particle data into an SSBO (Shader Storage Buffer Object) so I could bypass the CPU completely. I wrote a custom compute shader to handle the gravity math between all 1,000 stars, and now they actually orbit the center mass in real-time at a smooth 60 FPS. (I did spend like 40 minutes debugging a completely white screen, which turned out to be my central black hole particle scaling to 1,000 pixels wide and swallowing the entire window lol..). Next up is probably optimizing the compute shader or adding some basic camera controls so I can zoom in on the physics.