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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