
A proper GPU-based particle system: a quick overview
In my last graphics article I talked about a way to make a CPU-based particle system; however, modern game engines would do a GPU-based approach. We are going to do this with the help of Geometry Shaders. I will not go into an in-depth explanation of them, this post assumes working knowledge of Geometry Shaders. For those fuzzy with the concept, you can read up on it here. Now that we have a stage added that takes a single point and turns it into a quad on the fly, we can mak