Blurb:
Cool particle systems have been popping up in games across the last decade. Why are these novel particle systems a new thing? What tech enables them? How many particles can a midrange gpu draw?
Topics covered: particle definition, gpu instancing, iterated function systems, the chaos game, matrix transformations, linear interpolation, fragment shader bottlenecks, point list meshes, extensions and applications of iterated function systems
3 Comments
lilja@lemmy.ml · 7 pts · 1y
I really love his videos! It usually starts with me thinking "I understand some of this, maybe I could do some graphics programming" and always devolves into "I am completely unable to do any graphics programming."
shadowedcross@sh.itjust.works · 2 pts · 1y
As far as I'm concerned, graphics programmers are wizards.
NostraDavid@programming.dev · 2 pts · 1y
It's why John Carmack (created Wolfenstein, Doom, Rage, and made the engine that drives Half Life, Call of Duty and many more) is so revered. He's straight up a tech wizard.