Some of the results of my new particle system Done using OpenGL, C++ and Visual Studio
Description of most interesting features of the new language standard. In this part we will cover default/delete/override and final keywords, lambdas and better enums.
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.
Code And Graphics: Flexible particle system - Updaters
Code And Graphics: Vector of shared pointers
Code And Graphics: Flexible particle system - The Container. Holes is a particle container. How to fill them?
Particle Container: Swap dead particles so that alive are in the front of the buffer
Code And Graphics: Flexible Particle System - Start