boybaykiller / newtonian-particle-simulator Goto Github PK
View Code? Open in Web Editor NEWC# OpenGL Particle Simulation, GPU accelerated
Home Page: https://youtu.be/NhnoNYqIhTI
C# OpenGL Particle Simulation, GPU accelerated
Home Page: https://youtu.be/NhnoNYqIhTI
Windows 10 64bit
Ryzen 3 3200G
GTX 1050Ti
Doubleclick the unpacked portable executable.
Console will appear as child window and show stack trace
Unhandled exception. System.TypeInitializationException: The type initializer for 'Newtonian_Particle_Simulator.Helper' threw an exception.
---> System.FormatException: Input string was not in a correct format.
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at System.Convert.ToDouble(String value)
at Newtonian_Particle_Simulator.Helper..cctor()
--- End of inner exception stack trace ---
at Newtonian_Particle_Simulator.MainWindow.OnLoad(EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at OpenTK.GameWindow.Run(Double updateRate)
at Newtonian_Particle_Simulator.Program.Main()
and promptly exits afterward.
I updated the OpenTk
version to 4.7.4 and the app does not run. Many classes such as GraphicsMode
throws error. Can you please update the repo compatible with current version?
.
Love your works man.
Per the issue mentioned in #2, I need to modify the MainWindow
class object and insert an NativeWindowSettings
override to change the core version to the version necessary to run this application. (Requested 4.5, got back a core 3.30 version on RTX 2070 as the default, have to provide an override to get 4.6.)
@JulianStambuk mentioned the following:
Turns out on my system requesting 4.6 returns a Core Profile which means rendering without an VAO wont work anymore (deprecated in core). I could specifically request a Compatibility Context but I am not sure about that.
And this may affect how rendering works if the requested OpenGL version is not properly requested going forward.
(Please feel free to update the issue title.)
Hi, I didn't find any way contact info, so I'll just drop it here.
Did you find any resources on SSBO vs VBO performance for rendering?
I see you chose to store all particle data in SSBO to be able to read and write data in the VS for all particles directly. Have you found any resources suggesting this approach is faster, or have you done any comparisons with a pipeline completely compute shader driven or doing simulation in CS and rendering by passing the particle data as a VBO to the VS?
I'm just curious, but your choice seems to work fine as you can both simulate and render in the same render pass.
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