Bartłomiej Filipek

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Polska  ·  Software developer interested in creating great code and passionate about teaching.
Bartłomiej Filipek
More ideas from Bartłomiej
when particle contain all the data (in AOS format) then some of the params might not be used. Cpu cache will be filled inefficiently.

when particle contain all the data (in AOS format) then some of the params might not be used. Cpu cache will be filled inefficiently.

Three arrays of params for particle update - that way cpu cache will be used smarter.

Implementation of the updaters in the particle system

Code And Graphics: Flexible particle system - Updaters

Implementation of the updaters in the particle system

Code And Graphics: Vector of shared pointers

Performance tests of two style of holding elements in a container: vector of Objects vs vector of shared pointers to those Objects.

Code And Graphics: Flexible particle system - The Container. Holes is a particle container. How to fill them?

Choices, problems and possible solutions for the particle container. How to manage particles, how to add or delete them efficiently.

Particle Container: Swap dead particles so that alive are in the front of the buffer

Choices, problems and possible solutions for the particle container. How to manage particles, how to add or delete them efficiently.

Code And Graphics: Flexible Particle System - Start

First post from series about designing and implementing flexible particle system. C++, OpenGL, SIMD

Some of the results of my new particle system Done using OpenGL, C++ and Visual Studio

Three Particle Effects

top 100 scifi books, with a guide!

A helpful flowchart to get you started reading fantasy and science fiction books (and some other genres in-between). Top 100 sci-fi and fantasy books as chosen by NPR listeners and compiled into this nifty flowchart / infographic by SF Signal

Idea of a programmable graphics pipeline

Idea of a programmable graphics pipeline

Water on GPU Normal Mapping all in Modern OpenGL

Water on GPU Normal Mapping all in Modern OpenGL

Normal Mapping with GLSL all in Modern OpenGL

Normal Mapping with GLSL all in Modern OpenGL