Miscellaneous Simulations

Here’s some links to demo’s showcasing my first attempts at physical simulations in OpenGL. To test myself, all simulations were spawned and calculated using compute shaders and shader storage buffers objects in my DayDream Engine (very early iteration).

  • OpenGL 4.3
  • Compute shaders – (spawn, regulate, and manage lifetime)
  • Particle – obstacle interactions
  • SDL2 for windowing environment

Ball bounce simulation:

Fire simulation (z-ordering not performed on textured quads causes visual inconsistencies):

Water simulation (sim eclipses 1,000,000 textured quads on screen):

Magic vortex simulation (z-ordering not performed on textured quads causes visual inconsistencies):

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