Adventures with OpenGL compute shaders and particles

Some time ago I was quite bored so I wanted to learn something new. Probably inspired by the Steam Dev Days talks, OpenGL seemed like a nice idea and started reading about it. While there are some great books out there, nothing compares to doing some work yourself and figuring stuff out.

After getting accustomed with the basics of OpenGL, I began thinking about drawing lots of particles. There are not enough particles in current games. If I would make a game it would be probably have everything made out of of particles, but let’s not get off-track.

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