On Aug 24, 8:34 pm, Casey Duncan <[email protected]> wrote:
> Now for GPU-based particle systems they can be very useful because the
> input geometry can be made static and simply mutated by shaders over
> time. Ultimately I think this is a hack though, and the real answer is
> likely geometry shaders.
GPU based Particle systems are very fast, but they can't do much in
the way of interesting behavior.
For instance, a common use of particles is smoke. Ideally smoke
particles would follow some simple aproximation of navier-strokes
equations, and the boundary conditions would be a collision mesh.
There is no way to perform a collision detection on the GPU.

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