How to simulate particles
Since Vulkan was not only designed for rendering but for compute tasks as well, the following guide will focus on this. For this task the guide will show you how to simulate and render particles because this is something a GPU can do extremely well. Each particle can potentially be simulated in parallel via a compute shader.
The rendering of each particle will not be included in detail with all shaders but the guide should give you a good idea how to do it yourself. So these are the individual steps of this guide:
- Step 1 - Buffer creation
- Step 2 - Compute pipeline
- Step 3 - Dispatching
You can also find the whole list of steps in the overview page of this blog and this here is a first visual hint what the goal of this guide could be: