Shader and process on GPU

edited September 2017 in GLSL / Shaders

Say I got a particle system with 200 particles which are checking the distance between each particle to draw lines according to the distance etc.

Say I want to have the same particlesystem but instead of using 200 particles I want to use 2000 particles. That would give me a terrible framerate. Even if Im using P2D or P3D.

I have been looking a little bit into shaders and wounder if it would be an better option to do the calculation on the GPU?

Would it be possible to write a shader that are doing all the calculation on the GPU instead?



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