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a few good reasons to have a deterministic particle system that integrates final particle positions at the time of render instead of updating with time deltas:

- you can play it backwards
- it's completely framerate independent
- you can dynamically adjust the particle count without changing the particle shape
- particles will always behave consistently in game state replays, etc.
- can be done completely on the GPU

only real drawback is world space particle movement becomes more complicated

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