What are OpenGL's limits?

I’m not, yet. Mostly just been eyeing up a friend’s system after going over the high-level design with him. It’s pretty vanilla really - a fixed size pool of particles with a life value incremented on cpu, and a stateless movement equation in the vertex shader.

!!!

So particles are just represented by a starting position and velocity and creation time, and then you calculate the current position with a parabola function using gravity or something?

Hmm probably not quite flexible enough for my purposes… our particles are animated as well, sometimes quite complicatedly.

Cas :slight_smile:

Yup. And colours are done by indexing into a 2d texture (with life on one axis and a per-particle random value on the other). It’s pretty old school really, but I’m only just getting around to doing a proper shader based 2d renderer, rather than FF.