This is a demo of my particle system compute shader.
There are two spheres as bumper objects (spheres make life easy) and the square is a mass of particles. Particles get bounced off of the spheres if they intersect a region of spheres. Each particle gets an initial velocity vector and a constant gravitational pull. I also programmed in a gravity of 5.8 m/s to make it more visually appealing and easier to watch.
I coded in a performance value as well called “megaparticles per second.” Performance is around 1800 megaparticles per second which means my GTX 1070 is computing upwards of 1.8 billion particle physics values every second the simulation runs.









