Devlog 6: Compute shaders
So now I’ve turned my c# scripts I used for computing the particles into an compute shaders, so that you can simulate way more particles now, for me personally with an integrated graphics card, I can manage about 16000 particles pretty well.
I made the compute shaders by pretty much just copying the c# script into an compute shader, where I only had to change a few things, like changing Vector3’s to float3’s, and then wrote a little handler that does the communication with said compute shaders.
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